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- Store Position and Bounds in translated world space - Not using TilePosition+RelativeWorldPosition to avoid increasing struct size. - FPathTracingLight arrays seem to be calculated every frame so shouldn't be a problem. - LightGrid fully built in translated world space. - TraceLight/SampleLight/EstimateLight/InitLightPickingCdf now expect rays and positions in translated world space. #preflight 61f98c744b0bc1c4176461df #rb chris.kulla #ROBOMERGE-AUTHOR: tiago.costa #ROBOMERGE-SOURCE: CL 18813277 in //UE5/Release-5.0/... via CL 18813296 via CL 18822754 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042) [CL 18824289 by tiago costa in ue5-main branch]