2 min read

Week 50: Tuesday

300.5k lines changed
207 commits
106 modules
123 devs


Experimental

ProceduralVegetationEditor EditorDataStorageFeatures ChaosRigidAsset StateGraph UAF Dataflow PlainProps HairStrandsMutable RigLogicMutable FastGeoStreaming AsyncMessageSystem


Modules

Engine EngineBuild UnrealEd EngineSource CoreUObject Renderer Platform EngineShaders HordeServer.Build EngineConfig (+44 more)


Plugins

PCG ControlRig GameplayCameras Mutable MetaHumanCharacter RigVM Niagara AutomatedPerfTesting TextureFormatOodle MassGameplay (+16 more)


Commits

891c450 ProceduralVegetation
[PVE] Branch break functionality
This functionality is part of the Gravity Implementation of the grower, The Branch Break Threshold in the gravity settings defines when to break the branches.
After the Gravity is applied to the branches and the branches get rotated due to gravity we calculate the bend between the buds and use that as the measure of the gravitational pressure and if that is grater than the threshold we set the state of the bud as broken. Reset of the work is regarding managing the Bud status, Like a broken bud should not grow further so setting its apical and ethylene values, Cleaning up the hierarchy and defining what happens when a branch is broken from its root or when a random bud in branch is broken.
Other than that Added a BudNumberIndexMap map in growth data so we don't have to find the points by bud number. Added the AddPoint and GetPoint and RemovePoint functions in UPVGrowerData that use the BudNumberIndexMap.

#rb mans.isaksson
#Synced-CL 48842348

[CL 49066485 by zulqarnain abbasi in ue5-main branch]

d0e91cb PlainProps
PlainProps first simple mismatch implementation + some misc fixes

* Add EMismatch describing mismatch origin
* Fuse mismatches with values in loose representation
* Provide both loose and fixed value in FUpgradedInstance
* Stop fastening instances with any mismatches
* Fix freeing scratch addresses via FOpsPtr
* Add static assert to catch excessive stack usage in static TMap/Set bindings

#rnx
#rb Francis.Hurteau
#Synced-CL 48909003

[CL 49069683 by johan torp in ue5-main branch]

91f7e59 UAFEditor
Disallow creating sets named 'None' in set collection editor

#rb Nicholas.Frechette
#Synced-CL 49029692

[CL 49066595 by lucas dower in ue5-main branch]

a2e7dbc ProceduralVegetationEditor
Create new PVE node for importing growth data from a 2D image, port 2D trace image algorithm from Houdini to PVE

#rb Sohail.Siddiqui
#Synced-CL 48983295

[CL 49071247 by mans isaksson in ue5-main branch]

9229f3c ProceduralVegetation
[PVE] Minor bug fix in Object Avoidance PVE

#jira none
#rb none
#fyi zohaib.javed, mans.isaksson, zulqarnain.abbasi
#Synced-CL 48856039

[CL 49066867 by tayyab ejaz in ue5-main branch]

3d12842 FastGeoStreaming
[FastGeo] Moved FFastGeoPhysicsBodyInstanceOwner in its own file.
- Added more functionality in IPhysicsBodyInstanceOwnerResolver: Added GetCollisionObjectType, GetCollisionEnabled, GetTransform, GetPhysicsObjectById, GetAllPhysicsObjects.
- Implemented new methods of IPhysicsBodyInstanceOwner in FFastGeoPhysicsBodyInstanceOwner.
#rb joel.riendeau

#Synced-CL 49040969

[CL 49076122 by richard malo in ue5-main branch]

21fef9e ProceduralVegetation
[PVE] Fix cis issue
Removed unused header files

#rb Zohaib.Javed
#Synced-CL 48842348

[CL 49066760 by zulqarnain abbasi in ue5-main branch]

f6f023b UAF
Added a basic AnimNext sample that broadcasts a single pose to N instances.

#rb nicholas.frechette
[FYI] jose.villarroel
#virtualized
#Synced-CL 49075818

[CL 49077770 by zach bethel in ue5-main branch]

32139b1 ChaosRigidAssetEngine
[Chaos] [Dataflow] Added a preview scene controller for physics asset dataflow preview scenes so we can override solver behaviour (iterations, collision behaviour, async/fixed tick)

#rb cedric.caillaud

#Synced-CL 48990935

[CL 49072191 by benn gallagher in ue5-main branch]

81e74ef TedsSettings
TedsSettings : workaround a timing issue with calling SetParentRow where the target (child) row is the result of a call to AddCompatibleObject.

We need to wait until both rows are assigned before establishing the relationship.

#jira UE-357254
#rb aditya.ravichandran

#Synced-CL 49050857

[CL 49071587 by ross smith in ue5-main branch]

(+197 more)


Experimental lists all experimental plugins touched today.

Modules shows the top engine modules ranked by impact score.

Plugins shows the top plugins ranked by impact score.

Commits highlights the most significant changes ranked by impact score.

Main Radar is experimental and generated automatically from Unreal Engine's
ue5-main branch. It may make mistakes, and I'm improving it day by day. If something looks off, please let me know — feedback helps make it better.

This project is part of my broader work at
Mundus Creatus.