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- MeshAssetFunctions: updated ddc cache when adding a new profile (should be handled in CommitMeshDescription)
- LODUtilities: corrected GenerateImportedSkinWeightProfileData, which did not correctly handle maximum bone influence + weight sorting (+ fixed similar position test)
- SkinnedMeshComponent: added GSkinnedMeshSkinWeightProfileEarlyExit (false by default) to avoid exiting too early when defining a new profile stack
- FSkeletalMeshAttributes: adding a new skin weight attribute now returns true if the attribute is already available
NOTE: things to keep in mind when generating rendering meshes from editable meshes (mainly for the future me)
- influences may be clamped at 8/12 when converted for rendering, even if editable data can support any number (be sure to check rendering settings and the number of bones supported by the current platform)
- as weights can be clamped, it's important that weights are sorted from highest to lowest
- use FBoneWeights to ensure that weights are re-normalized if they are clamped
TODO:
- test CommitMeshDescription to ensure that adding a new profile triggers a DDC invalidation
- there is redundancy between MeshUtilities::GenerateSkeletalRenderMesh and LOD rendering mesh generation (which is a source of errors)
- FLODUtilities::UpdateAlternateSkinWeights could benefit from a more robust projection algorithm (see FTransferBoneWeights)
#rb halfdan.ingvarsson
#rnx
[CL 36788984 by benoit gadreau in 5.5 branch]