Files
UnrealEngineUWP/Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Private/Operations
ryan schmidt b64039ce19 DynamicMesh: handle some failure cases in MeshBevel. These two fixes resolve many bevel failure cases, particularly those introduced by repeat bevels.
In some edge configurations two 'terminator' vertices (at the end of open bevel edge paths) are directly connected by a non-bevel edge that we will "open", and this creates a quad-shaped hole instead of a triangle-shaped hole (which was already handled). Detecting this case will arise is simpler before we change the topology, so it is done in BuildVertexSets(), stored in FBevelVertex::ConnectedBevelVertex, and used during mesh generation to call new AppendTerminatorVertexPairQuad function.

In BuildTerminatorVertex(), the search for a terminator split-edge may fail if the filtered triangle list ends up non-contiguous, preventing the vertex from being beveled (ie it is "stuck"). Code was added to both handle that case, and also try to force the list to stay contiguous.

#rb jimmy.andrews
#preflight 6319fbe3304480f8f8565048
#jira UE-160073

[CL 21908190 by ryan schmidt in ue5-main branch]
2022-09-08 20:09:26 -04:00
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