Week 02: Wednesday
61.2k lines changed139 commits77 modules83 devs
Experimental
UAF ProceduralVegetationEditor ChaosMover Dataflow MovieSceneAnimMixer UIFramework EditorDataStorageFeatures NNERuntimeBasicCpu EditorTRSGizmo XRCreativeFramework PlainProps
Modules
EngineShaders EngineBuild CoreUObject Engine Core Chaos UbaCommon UnrealEd IrisCore IoStoreOnDemand (+31 more)
Plugins
PCG GameFeatures Mutable AudioInsights ControlRig Niagara RHITests Metasound PoseSearch MetaHumanLiveLink (+10 more)
Commits
0423e65 ContextualAnimationEditorContextual Anim Editor - Removed popup for confirming changes to MeshToScene property after moving an actor in the preview scene. Now MeshToScene changes as the user drags the actor around.
#rb trivial
#Synced-CL 49618776
[CL 49632101 by fernando coello in ue5-main branch]
9e7ffb9 DataflowEditorDataflow weightmap paint tool : add the ability to display remapped values on top of the painted mesh
#rb trivial
#Synced-CL 49572843
[CL 49615060 by cedric caillaud in ue5-main branch]
16fb2b7 ChaosMoverFix for resim causing issues for characters on turntables
#rb tom.waterson
[CL 49626351 by jacques kerner in ue5-main branch]
205815f NNERuntimeBasicCpuNNERuntimeBasicCpu: Added Softmax
#rb brendan.mulcahy
#Synced-CL 49628397
[CL 49632834 by daniel holden in ue5-main branch]
9403253 ProceduralVegetationEditorImplement remaining features of image tracing algorithm from APIX
- Replace custom marching squares algorithm with implementation from PCGSpatialAlgo
- Add WhiteLevel and bInvertImage to image sampling to align with Houdini algorithm
- Filter out small curves
- Add curve smoothing
- Add curve simplification
#rb Sohail.Siddiqui
#Synced-CL 49615590
[CL 49619942 by mans isaksson in ue5-main branch]
231c3e6 ChaosMover[ChaosMover] Crouch Flow Improvements
1. Removed CrouchModifierHandle from transition (modifier handles are not NetSerialized and triggered spurious modifier cancellations)
2a. Toggle bWantsToCrouch based on current bWantsToCrouch and not previous state (crouch toggling will now track the input presses correctly)
2b. Networked crouch input is reverted to being edge based (not sent every frame like before)
2c. Removed the Crouch/Uncrouch calls in Modifier Events with silently updating the crouch intent (prevents input state feedback loop)
3. Update CMC's crouch state every frame (to animate correctly)
#rb tom.waterson
[CL 49622563 by harsha reddy in ue5-main branch]
92ec681 EditorDataStorageFeaturesTEDS-Asset data:
- Add processors to sync favorites back from TEDS to the CB
- Add an FUnresolvedFavoriteTag used to evaluate favorites that come in before TEDS has processed the path (e.g from an .ini read)
- Add sync tags to asset rows to track changes to favorites (without using FUpdatedPathTag which would cause a re-evaluation of the path by TEDS asset data)
- this is all still disabled behind a cvar until perf tested more
#rb julien.stjean
#Synced-CL 49591093
[CL 49621729 by aditya ravichandran in ue5-main branch]
19e58d7 ProceduralVegetation[PVE] Fix for phylotaxy
Description: Using alternate phyllotaxy on parent and child causes incorrect inherited behaviour from parent to child. By default this should produce a flat tree.
#rb Zohaib.Javed
#Synced-CL 49615862
[CL 49618694 by zulqarnain abbasi in ue5-main branch]
d50d7ed DataflowEditorDataflow paint tool : add option for mirror to use Object space (on by default)
#rb trivial
#Synced-CL 49572843
[CL 49615689 by cedric caillaud in ue5-main branch]
751942d UAFEditorUAF: Remove context menu option to add a function via the asset outliner instead of using the function tab workflow
#rb Thomas.Sarkanen
#Synced-CL 49616604
[CL 49622320 by jaqueline wieland in ue5-main branch]
(+129 more)
Experimental lists all experimental plugins touched today.
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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.
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