Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore
henry falconer af8da4f1dd Adds a project setting, r.GPUSkin.AlwaysUseDeformerForUnlimitedBoneInfluences, that allows you to enable Unlimited Bone Influences in a project without compiling extra shader permutations for GPU skinning. This saves runtime memory, disk space and shader compilation time.
When the setting is enabled, any mesh LODs using Unlimited Bone Influences that don't have a deformer assigned will use the DeformerGraph plugin's default deformer. This ensures that UBI meshes are always rendered with a deformer, and therefore the GPU skinning permutations for UBI aren't needed.

This change also adds a per-LOD setting that allows users to disable mesh deformers on a LOD, which could be useful for controlling performance, e.g. disabling an expensive deformer on lower LODs. Some changes to functions on USkinnedMeshComponent lay the foundations for having different deformers on different LODs as well.

#rb Jeremy.Moore, daniele.vettorel

[CL 31869089 by henry falconer in ue5-main branch]
2024-02-28 08:11:31 -05:00
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