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Tidy up use of FPrimitiveSceneProxy velocity getters. Now DrawsVelocity() is only for velocity relevance. And HasDynamicTransform() is for determining if we need to store previous transform state. VSM caching was using PRIMITIVE_SCENE_DATA_FLAG_DRAWS_VELOCITY so replaced that with PRIMITIVE_SCENE_DATA_FLAG_SHOULD_CACHE_SHADOW which should use the old behavior and can be tweaked in future using ShouldCacheShadow(). A common pattern for determining whether to output velocity now is to check if a previous transform exists, and to OR in AlwaysHasVelocity(). I found some proxy types that don't check for previous transform. Also I found that the debug physics aggregate types *never* check for previous transform. These are pre-existing potential bugs for fixing in another pass. Also I found some proxies that don't currently fill out velocity relevance. These are pre-existing potential bugs for fixing in another pass. #preflight 62863f789016c6dd897f1cd2 #fyi andrew.lauritzen [CL 20279797 by Jeremy Moore in ue5-main branch]