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* Refactored ExportToRawMesh function to allow exporting one mesh section per component * Implemented support for UV mappings usually provided by the landscape vertex factory in the non-Nanite case (as per the LandscapeLayerCoords material expression + others) * For Nanite landscape materials, the relevant UV channels are : ** Texcoords0-2 : TerrainCoordMapping_XY, TerrainCoordMapping_XZ, TerrainCoordMapping_YZ (note : TerrainCoordMapping_XZ doesn't work ATM because texcoords1 seems to be a special case...) ** Texcoords3 : WeightmapUV ** Texcoords4 : LightmapUV (not implemented by ExportToRawMesh yet and not supported by Nanite meshes ATM : max 4 UV channels) ** Texcoords5 : HeightmapUV (implemented by ExportToRawMesh but not supported by Nanite meshes ATM : max 4 UV channels) * Nanite landscape meshes now have 1 polygroup per component, with the proper landscape material instance being assigned to it * Since Nanite meshes are capped at 64 meshes per section, Nanite landscape mesh will now fail to build on proxies sporting more than this amount of components. This is a first implementation and can be fixed later by adding as many Nanite landscape components as needed * Implemented some missing virtual overrides on FLandscapeMaterialResource leading to landscape material instances potentially being used for non-landscape usages (hair, etc.) * Fixed LandscapeNaniteComponent not being attached to the root component (and the mesh being exported in world space coordinates), leading to it not following when moving the actor * Added NaniteLODIndex property in ALandscape to be able to tweak the LOD level used when generating the Nanite meshes. It's mostly a debug feature to test the LODLevel > 0 landscape mesh export and to accelerate the Nanite landscape mesh generation since you usually want Nanite to be the most defined mesh possible * All Nanite landscape meshes will be auto-invalidated by this change #rb roey.borsteinas, graham.wihlidal #preflight 6365e2a2882365b8590525ac #lockdown marc.audy [CL 23069843 by jonathan bard in ue5-main branch]