Files
UnrealEngineUWP/Engine/Source/Editor
chris tchou 138274687a Fix for very long iteration times when resizing landscapes with foliage instances
The main problem was that the cell count calculation was overflowing, when passed WORLD_MAX/MIN as input bounds -- so it thought that iterating the entire space was faster than iterating the populated cells.
I also modified the query code to not query WORLD_MAX/MIN on Z, but to instead expand the world bounds by a good amount, which helps it take more optimal paths by limiting the query volume.

#rb jonathan.bard
#jira UE-197004

[CL 28475067 by chris tchou in ue5-main branch]
2023-10-04 17:00:39 -04:00
..
2023-09-27 11:35:33 -04:00
2023-09-27 22:48:56 -04:00
2023-06-22 11:32:48 -04:00
2023-09-27 22:48:56 -04:00