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UnrealEngineUWP
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437e5b7307462dbbbd7252bcfde55cb136ce4be8
UnrealEngineUWP
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Engine
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Helge Mathee
437e5b7307
Control Rig: Provide default for MethodName argument
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#rb sara.schvartzman #jira UE-118234 [CL 16701510 by Helge Mathee in ue5-main branch]
2021-06-17 04:17:19 -04:00
..
Developer
Control Rig: Provide default for MethodName argument
2021-06-17 04:17:19 -04:00
Editor
Fixes for no unity errors
2021-06-16 22:15:46 -04:00
Programs
ExitCode.cs:
2021-06-17 02:14:29 -04:00
Runtime
Implemented initial (half-proper, half-insane-hack) support for Nanite custom per-instance data (single float at this time). The proper architecture for arbitrary data is in place except the new GPU payload allocator and de-interleaving. To unblock art (only need a single per-instance float right now) I've repurposed 4 bytes from the payload data offset and stuffed float0 in there, safely clamping if you use more than a single float per instance. The other caveat is that only materials that run at pixel frequently will support Nanite per-instance custom data, so vertex interpolator nodes can't be used or the default value will silently be returned. The opposite is alsop true for non-Nanite usage, without a vertex interpolator node, the default value will be silently returned. These caveats will be removed going forward, but this unblocks art for the time being.
2021-06-17 03:08:41 -04:00
ThirdParty
Moving Bink Audio SDK out of ThirdParty #pf 60c96e1ff7cffb00017213ef
2021-06-16 00:35:07 -04:00
UnrealClient.Target.cs
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UnrealEditor.Target.cs
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UnrealGame.Target.cs
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UnrealServer.Target.cs
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