- also deprecate the DestructibleDamageThresholdScale porperty as it is not used anymore
#rb steven.barnett
#preflight 640fbf380e1f02786b0b2f55
[CL 24645246 by cedric caillaud in ue5-main branch]
[FYI] nat.parkinson
Original CL Desc
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[Backout] - CL24480805 to resolve compile error
[FYI] Michael.Forot
Original CL Desc
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Network physics for vehicles
#rb bill.henderson
#preflight 63ff6e32f43e53f68127e521
[CL 24499687 by michael forot in ue5-main branch]
- Modified the FPhysicsSolverBase::PullPhysicsStateForEachDirtyProxy_External to take in a struct that can be used to statically dispatch the appropriate action per proxy type instead of needing to add a new lambda for each new proxy type.
#preflight 63fcfda5437ce3e7f33acd55
#rb todd.eckert, chris.caulfield
[CL 24432721 by michael bao in ue5-main branch]
Make sure that it does not get included in the physics thread.
#rb Vincent.Robert
#preflight 63f719d19b26c4957efd4f39
[CL 24377687 by jaco vandyk in ue5-main branch]
The bug was related to the GT and PT both separately manipulating a flag that indicates that a particle has an entry in the ignore table. The flag is used by the broadphase. This flag was not written back to the GT when modified on the PT so any subsequent GT change (to any value in the interop data block containing the flag) would overwrite the PT changes. Explicitly waking a particle from the GT was causing this to happen.
The fix is to remove the GT-controlled flag and have it fully controlled on the PT side based on whether the particle is in the Ignore Manager or not.
This fix can be improved architecturally by breaking the IgnoreCollisionManager into 2 parts: one for the physics thread and one for the interop.
#jira UE-173494
#preflight 63c059b270575f8900c8a1b0
[CL 23671153 by chris caulfield in ue5-main branch]
For large scenes, it may take multiple seconds (if not longer) for a geometry collection to show up in the external acceleration structure causing it to be ignored by movement sweep checks (and others). This is because the geometry collection relies on the internal -> external acceleration structure copy which may take awhile to complete. The single particle physics proxy (i.e. static meshes) will add itself manually to the external acceleration structure in FInitBodiesHelperBase::InitBodies via FChaosScene::AddActorsToScene_AssumesLocked.
#preflight 63bdbdadc45a2c81e01b5813
#rb vincent.robert
[CL 23634458 by michael bao in ue5-main branch]
- CoreMinimal.h include removal all the way to PlayerController.h not transitively including it
#preflight 63b927dbc927e34482e15e18
#rb none
[CL 23608545 by henrik karlsson in ue5-main branch]
- also added an implementation of both those functions to also take in an ECollisionChannel parameter.
#preflight 639a7c3d43330e63e52a403a
#rb cedric.caillaud
[CL 23524238 by michael bao in ue5-main branch]
- The Chaos::FPhysicsObject should be used in place of the FBodyInstance. Pass the handle (in an array view) to the appropriate Chaos::FPhysicsObjectInterface to get the same functionality the single particle physics proxy currently provides.
- Extracted out the FChaosScopedSceneLock out from inside PhysInterface_Chaos so it can be reused.
- Automatically create the Chaos::FPhysicsObject for single particle physics proxies and the geometry collection physics proxy.
- To better match the way the interface works, switched the geometry collection GT particle to be a TPBDRigidParticle instead of a TGeometryParticle though the extra state transfer is incomplete.
#rb cedric.caillaud
#preflight 6390165bbb6fefa472f43296
[CL 23430984 by michael bao in ue5-main branch]
Change consist of only forward declaration and additional includes
#preflight 63789c1de30d438849c48188
#rb none
[CL 23218412 by henrik karlsson in ue5-main branch]
* Adding forward declarations
* Adding "inline" in front of const/constexpr variables in headers
* Adding includes
* A few moves of ctor/dtor to cpp file
#preflight 6372b3ac0c74adb48b49f313
#rb none
[CL 23130896 by henrik karlsson in ue5-main branch]