• Доступ к сайту с VPN ограничен. Ваш аккаунт может быть забанен. Access to the site with a VPN is limited. Your account may be banned.

Coin 5.7 Plugins Update MeshBlend - Next generation mesh blending without RVT v2.1

5.7
2.1 - Performance improvements & Hitch hunting Performance is one of my big passions and I'm very excited for this update! The last weeks I've been doing performance passes on both the shader and C++ side of the plugin. Shader improvements Misc optimizations and benchmarks with Nvidia Nsight Graphics. No visual changes, just smarter/better/less math operations. Relative shader performance on a 4K test scene
Old New
High 0,49 0,48 +2 %
Medium 0,31 0,24 +23 %
Low 0,20 0,17 +15 %

C++ improvements
  • Improved overall flow and performance in the activator logic.,
  • The Activator now handles processing components over multiple ticks (Attached video is of grids containing ISM with 15k instances each),
  • Greatly reduced hitches due to memory reallocations,
  • Fixed a specific issue causing large PCG actors to be processed multiple times.,
A note on update cadence No one wants to update a plugin every other week on a big project. I have big hopes this update will be my last "since launch" update, and going forward the update cycle should slow down a bit. Hopefully this can mark a stable update version that can stick around for a while! PS: Send me a DM if you ever see strange things in unreal insights. Even if it's "probably nothing". Kill the hitch!
2.0 - The great refactoring - Update available in the Epic Launcher
  • MeshBlendActivator actor no longer needed (Actor will be removed in a upcoming update),
  • Activator budget has been moved to a cvar called r.MeshBlend.ProcessBudget (Default is still 0.3 ms),
  • Fixed editor artifact caused by different viewport buffer sizes in rare cases,
  • Fixed some issues with packaging PackedLevelActors in 5.4+,
  • Added MeshBlendWorldPartitionRuntimeCellTransformer for 5.6+ to support FastGeo in WP cell transformers,
Replaced Activator Actor with Subsystem The MeshBlend Activator Actor has been replaced with a UMeshBlendActivatorSubsystem. This means it will just work without having to add a special actor to every level. The old BP_MeshBlend_Activator actor will be removed in a future version. It's currently an empty shell to avoid any build warnings. Note: Please remove the old activator actor from the level in your project.
v1.5.1
v1.5
1.4 - Quality update
Adjusted the low quality preset - Better quality for same perf (r.meshblend.quality 1 should be much better now!),
Improvements to the overall visual quality,
Fixed a shader compile error when compiling shaders for forward shading
1.3 - User experience, PCG and misc bug fixes - Update available in the Epic Launcher
  • Fixed issue with blend not going as large on smaller resolutions (This is the change posted earlier in this channel),
  • Fixed issue with offline renders using alpha masks not having correct transparency in output image,
  • Improved support for PCG/Runtime PCG (PCG Actors should now refresh automatically when generated/moved/etc),
  • To help the overall user experience I've added some warnings that pop up if something is incorrectly configured
    • Added warning when user click Refresh Actors and settings are incorrect or the BP_MeshBlend_Activator is missing from the level,
    • Added warning when user click Refresh Actors in editor and Realtime is turned off (The activator can't tick when realtime is off, leading to confusion),
    • Added warning when applying blend on Asset/Actor and the materials on the mesh are not configured correctly,
    ,

1.3.1 - Substrate Hotfix - Update available in the Epic Launcher
  • Fixed issue with Substrate not working on 5.5 and 5.7 (ue-main branch),
Substrate (aka Strata) has changes A LOT each UE version. Soo much so that every single version has slight differences in how it works.
:facepalm:
Note With 5.5 Substrate went from Experimental to Beta. They also refactored the codebase so it was called Substrate and not Strata internally. I mistakenly remembered it was called Strata before, but mixed when that change occurred.
v1.2
Сверху