V557: Array overrun is possible. The 'GetOnPhaseStart' function processes value '[0..6]'. Inspect the first argument.
V621 Consider inspecting the 'for' operator. It's possible that the loop will be executed incorrectly or won't be executed at all.
V654 The condition loop is always false
[CL 29494726 by marc audy 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]
ModelingTools - MeshAttributePaintTool and SkinWeightsPaintTool. Use non-maniforld vertex ids when provided. fixes a crash
SplitMeshesTool - removed an unsed mesh conversion.
ModelingComponents - ModelingToolTargetUtil - request non-manifold vertex Ids on dynamic meshes when converted for tools.
DynamicMeshViaMeshDescription - request non-manifold vertex Ids on dynamic meshes when converted for tools.
ModelingObjectCreation - make sure to strip the any src vertex IDs from a dynamic mesh during object creation.
#rb Ryan.Schmidt
#preflight 63867a97f213a116eb4e9ed1
MeshConversions - MeshDescriptionToDynamicMesh - Add ability to capture non-manifold source veretx IDs in the form of a vertex attribute.
[CL 23330671 by David Hill in ue5-main branch]
- implement a more robust ClothAsset to DynamicMesh converter using TToDynamicMesh
- save DynamicMesh weight maps to cloth asset using cloth adapter API
- remove old DynamicMesh/SkeletalMesh translation code
#jira UE-163833 UE-159698
#rb kriss.gossart
#preflight 6331db9ba4769ad714b33df2
[CL 22188259 by tyson brochu in ue5-main branch]
The problem appears when a process of a set of StaticMesh calling ConverterToDynamicMesh is parallelized.
TFuture<void> / Async is not adapted for parallelization of parallelized process.
On the advice of Andriy Tylychko, TFuture has been replaced by UE::Tasks::FTask
#rb geometrytools
#swarm https://p4-swarm.epicgames.net/reviews/21225362
#preflight 62fa3b6ccf7afa018b4afaf9
[CL 21385622 by David Lesage in ue5-main branch]
Make pre-transformation of vertex colors during MeshDescription/DynamicMesh conversion on by default.
Fixed Convert_NoSharedInstances code path that was not pre-transforming vertex colors.
#rb nathan.mitchell
#jira none
#preflight 62d59b551062f2e6300c8cb8
[CL 21220600 by lonnie li in ue5-main branch]
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira
#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf
[CL 21181076 by Bryan sefcik in ue5-main branch]
GeometryCore: Add bClearExisting option to FDynamicMeshAttributeSet::EnableMatchingAttributes(). Default true is old behavior. New behavior, when false, is to preserve existing attribute set counts/values. Also now copying group and weight layer names if not set.
ModelingTools: CombineMeshesTool now uses EnableMatchingAttributes instead of only explicitly matching UV layers, so group and weight layers are copied properly to duplicates
MeshConversion: DynamicMeshToMeshDescription now generates unique names in ConvertPolygroupLayers and ConvertWeightLayers. Previously if multiple attribs had the same name (eg NAME_None), output MeshDescription would only have a single attrib w/ that name
#rb david.hill
#preflight 62a116439a3e81e904dde76f
[CL 20570919 by Ryan Schmidt in ue5-main branch]
- Allow the Attribute Editor Tool to add/delete weight maps from DynamicMesh targets.
- Enable transferring scalar weight maps back and forth between DynamicMesh and MeshDescription.
- Serialize TDynamicAttributeBase::Name when its subclasses are serialized
#rb nathan.mitchell
#preflight 62439b2ab6084b9832307f6e
[CL 19551734 by tyson brochu in ue5-main branch]
- add FStaticMeshLODResourcesAdapter in MeshConversions module, wrapper that presents StaticMesh LODResources mesh (ie Section buffers) with an API compatible with GeometryCore mesh templates
- add TMeshWrapperAdapterd in GeometryCore, this is a shim for getting any template-API-compatible mesh into a FTriangleMeshAdapterd specifically (required to call some non-template mesh processing functions)
- add support for using StaticMesh LODResources meshes in FMeshSceneAdapter instead of source meshes, controlled by build options flag
- add FMeshSceneAdapter build options flags specifying whether UV/Normal queries are required (default true)
- when not required, the loaded MeshDescriptions and created DynamicMeshes are packed into FColliderMesh which has a smaller memory footprint, allowing the larger meshes to be freed
- to support above, the SpatialWrappers in MeshSceneAdapter.cpp have been refactored extensively
- added FCompressedMeshSpatialWrapper which Builds from a temporary FDynamicMesh3 into a FColliderMesh, supports all the same options as FDynamicMeshSpatialWrapper (so a drop-in replacement with less memory usage, but no UV/Normal queries)
- added FBaseMeshSpatialWrapper, base class for existing FDynamicMeshSpatialWrapper and new FCompressedMeshSpatialWrapper that has shared config settings (can more more here in the future)
- added FStaticMeshLODResourcesMeshSurfaceAdapter, similar toFMeshDescriptionTriangleMeshSurfaceAdapter, a mesh adapter that filters out any geo that doesn't have a Surface-domain material
- refactored TStaticMeshSpatialWrapper into TStaticMeshSpatialWrapperBase and subclasses FStaticMeshSourceDataSpatialWrapper and FStaticMeshRenderDataSpatialWrapper, for source mesh vs render mesh
- added FCompressedStaticMeshSpatialWrapper, variant of FStaticMeshSourceDataSpatialWrapper that stores to a FColliderMesh and releases the source MeshDescription
- SpatialWrapperFactory() now has logic to build from render mesh vs source mesh vs compressed source mesh
- moved initial SpatialWrapper construction from AddActors() phase to Build() phase, because now it depends on build settings
- add EMeshDataSourceLODPolicy to IGeometryProcessing::FOptions, with LOD0 Source and LOD0 RenderMesh options
- ApproximateActorsImpl now provides/handles this policy setting, and configures FMeshSceneAdapter to not need UV/Normal queries (not required in this context)
- add bUseRenderLODMeshes option in FMeshApproximationSettings to expose render vs source mesh control at user level
#rb sebastien.lussier, rinat.abdrashitov
#jira UE-141256
#preflight 6206db44054c2e38c473be5d
#rnx
#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 18963126 in //UE5/Release-5.0/... via CL 18963829 via CL 18964587
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 18964607 by ryan schmidt in ue5-main branch]
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build
#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824721 by fred kimberley in ue5-main branch]
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f8729a5a026d2d19bb9ca6
#preflight 61f87a025a026d2d19be76ed
#ROBOMERGE-OWNER: andrew.davidson
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18802361 in //UE5/Release-5.0/... via CL 18802891 via CL 18821557
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821641 by andrew davidson in ue5-main branch]