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Cooked cooker is a relatively new platform in Unreal that allows producing a cooked editor build and using it to cook new assets (e.g. DLC for the base game). Such cooked cooker build is faster to load than the original editor build that would cook from the source assets, and it can also be more easily deployed to cloud environments. The problem this fix is solving is as follows: 1) Spline mesh needs collision data from the static mesh it deforms. This collision data is usually derived from its render data. 2) Cooked cooker target platform (see TCookedCookerTargetPlatform) is basically a server build, assets cooked for this platform do not store render data. 3) If a new (uncooked) spline mesh is referencing a static mesh from the base build, it fails to get its collision data because the render data was stripped when producing the cooked version of the base build. The solution is - to introduce a new target platform feature that allows to distinguish cooked cooker target platform from other platforms that strip audio-visual data. - when cooking static meshes for a "cooked cooker" target get a separate copy of the asset's collision data and save it inline in the cooked asset. - inside the cooked cooker, use this copy as static mesh's collision data instead of trying to derive it from (non-existent at that point) static mesh's render data. - James Singer reviewed the fixed change. #rb Brian.Marshall1, Francis.Hurteau, Benn.Gallagher, James.Singer [CL 30858619 by arciel rekman in 5.4 branch]