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* Added r.MeshCardRepresentation.Debug for surface cache debugging. It skips DDC reads and writes, allows to regenerate per static mesh on demand and appends extra debug visualization data to every generated mapping * Surfels are now weighted by opacity - ratio of rays which hit in a given cell, and by visibility - how many rays can hit a given Surfel from outside the mesh. This helps to select most important surfaces to cover when hitting limits * Removed distance constraint. It�s no longer needed when card discontinuities are already handled inside the surface cache sampling code. This allows to generate larger and more optimal cards * Limit max number of surfels to prevent generation time from exploding, as dense two sided meshes like large trees can generate many more surfels than simple walls [FYI] Daniel.Wright #ROBOMERGE-AUTHOR: krzysztof.narkowicz #ROBOMERGE-SOURCE: CL 19304117 via CL 19304128 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884) [CL 19346860 by krzysztof narkowicz in ue5-main branch]