Files
UnrealEngineUWP/Engine/Source/Runtime/NavigationSystem/Private/NavMesh/NavMeshRenderingComponent.cpp
jon nabozny f89b654be6 Changes to SceneVisibility
1.  Nanite meshes are not longer marked as always visible, and will go through the standard rendering culling / pipeline.
2.  Add coarse frustum culling using the already existing scene octree.
3.  Remove Distance visibility bit array, and converted only usage to using the visibiliity map.  (Spoke with Kenzo about this, the original was put in due to differences between distance a vis flags, but this has been fixed)
4.  Optimized Frustum culling methods across the board.

[at]Graham.Wihlidal [at]krzysztof.narkowicz [at]andrew.firth
#preflight 6137e0d1d9c85a00015375cb

#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: brandon.dawson
#ROBOMERGE-SOURCE: CL 17459502 via CL 17911378 via CL 18360795 via CL 18361127
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18361363 by jon nabozny in ue5-release-engine-test branch]
2021-12-02 18:21:56 -05:00

56 KiB