2019-12-26 15:33:43 -05:00
// Copyright Epic Games, Inc. All Rights Reserved.
2014-07-21 20:47:01 -04:00
# include "AnimationEditorUtils.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "Framework/Commands/UIAction.h"
# include "Textures/SlateIcon.h"
# include "Misc/MessageDialog.h"
# include "Misc/FeedbackContext.h"
# include "Widgets/Layout/SBorder.h"
# include "Widgets/Layout/SSeparator.h"
# include "Widgets/Text/STextBlock.h"
# include "Widgets/Layout/SUniformGridPanel.h"
# include "Framework/MultiBox/MultiBoxBuilder.h"
# include "Widgets/Input/SEditableTextBox.h"
# include "Widgets/Input/SButton.h"
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
# include "Styling/CoreStyle.h"
2022-05-09 13:12:28 -04:00
# include "Styling/AppStyle.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "Animation/AnimMontage.h"
# include "Animation/AnimBlueprint.h"
# include "Factories/AnimBlueprintFactory.h"
# include "Factories/AnimCompositeFactory.h"
# include "Factories/AnimMontageFactory.h"
# include "Factories/BlendSpaceFactory1D.h"
# include "Factories/AimOffsetBlendSpaceFactory1D.h"
# include "Factories/BlendSpaceFactoryNew.h"
# include "Factories/AimOffsetBlendSpaceFactoryNew.h"
# include "Engine/PoseWatch.h"
# include "Animation/AnimBlueprintGeneratedClass.h"
2020-01-22 17:58:55 -05:00
# include "Animation/AnimBoneCompressionSettings.h"
2014-11-12 04:43:54 -05:00
# include "Animation/AnimComposite.h"
2015-08-17 05:36:36 -04:00
# include "Animation/AnimCompress.h"
2014-11-12 04:43:54 -05:00
# include "Animation/BlendSpace.h"
# include "Animation/BlendSpace1D.h"
# include "Animation/AimOffsetBlendSpace.h"
# include "Animation/AimOffsetBlendSpace1D.h"
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2868852
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski
Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4
This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2828384 on 2016/01/14 by Mieszko.Zielinski
Back out of visual log refactor done as part of CL#2821607 #UE4
Change 2855722 on 2016/02/04 by Zak.Middleton
#ue4 - Expose PrimitiveComponent GetCollisionEnabled(), IsCollisionEnabled(), IsQueryCollisionEnabled(), IsPhysicsCollisionEnabled() functions to blueprints.
#rb Daniel.Broder, Ori.Cohen
#codereview Bob.Tellez
#jira UE-26411
Change 2855737 on 2016/02/04 by James.Golding
Add test AssetUserData C++ class to QAGame
Change 2855739 on 2016/02/04 by James.Golding
PR #1858 : Add abstract and editinlinenew to AssetUserData class, so derived classes can be added to assets via details panel
https://github.com/EpicGames/UnrealEngine/pull/1858
#github 1858
#jira UE-24494
#rb thomas.sarkanen
Change 2855842 on 2016/02/04 by James.Golding
UE-23968 : Add clamping to Friction, Restitution, Density and RaiseMassToPower properties of PhysicalMaterial
#codereview ori.cohen
#rb thomas.sarkanen
Change 2855843 on 2016/02/04 by James.Golding
PR #1984 : Add 'AssetUserData' support to AnimationAsset/Texture
https://github.com/EpicGames/UnrealEngine/pull/1984
#github 1984
#jira UE-25913
#rb thomas.sarkanen
Change 2855844 on 2016/02/04 by James.Golding
UE-23176 Fix incorrect clamping in GenerateKDopAsSimpleCollision() which could cause degenerate hulls
Also don't 'nudge' kdops if there are other primitives present, will offset from mesh we were fitting around
#rb thomas.sarkanen
Change 2855850 on 2016/02/04 by Benn.Gallagher
Update required LOD bones when associating a cloth chunk that uses bones that aren't weighted to that LOD
#rb Martin.Wilson
Change 2856409 on 2016/02/04 by Zak.Middleton
#ue4 - Change LogSpawn warnings to normal logs for cases that are common and valid during gameplay (failed due to collision at the target location, or failed because it is destroyed in the process of spawning, ie projectile spawned in a target).
#codereview Jeff.Farris
Change 2857018 on 2016/02/05 by Benn.Gallagher
Fixes for various anim graph related subgraph issues/crashes
#rb Ben.Cosh
Change 2857193 on 2016/02/05 by Lukasz.Furman
extended crowd agent interface to handle avoidance groups
#ue4 UE-24823
#1896
Change 2857200 on 2016/02/05 by Lukasz.Furman
fixed memory leak in CrowdManager
#ue UE-26516
#2026
#codereview Mieszko.Zielinski
Change 2857417 on 2016/02/05 by Lina.Halper
Add keyword for animation functions
Change 2858854 on 2016/02/08 by Benn.Gallagher
Fixed pose evaluator customizations being processed at the wrong time which caused properties to always be re-added even if removed from the details panel, causing duplicated entries.
#jira UE-8421
#rb Lina.Halper
Change 2858855 on 2016/02/08 by Benn.Gallagher
Fixed blendspace players only reporting normalized time when using a time getter in an anim graph transition.
#rb Lina.Halper
Change 2859159 on 2016/02/08 by Aaron.McLeran
UE-25586 Fix for reporting audio memory usage
- Realtime decompressed sounds that have CachedRealtimeFirstBuffers need to report the compressed asset size
Change 2859192 on 2016/02/08 by Laurent.Delayen
Removed check disallowing cooked additive animations from using AnimationRelative and AnimationScale retargeting modes (on the root bone or editor).
Skip AnimationRelative retargeting for baked additive animations since it gets cancelled out during the additive creation process.
#rb martin.wilson
#codereview lina.halper
Change 2859238 on 2016/02/08 by Lina.Halper
Git pull request #1895
Change 2859239 on 2016/02/08 by Lina.Halper
Git pull request #1813
Change 2859453 on 2016/02/08 by Aaron.McLeran
[CL 2868856 by Marc Audy in Main branch]
2016-02-16 13:35:21 -05:00
# include "AnimationGraph.h"
# include "AnimStateNodeBase.h"
# include "AnimStateTransitionNode.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "Animation/AnimNodeBase.h"
# include "AnimGraphNode_Base.h"
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2868852
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski
Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4
This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2828384 on 2016/01/14 by Mieszko.Zielinski
Back out of visual log refactor done as part of CL#2821607 #UE4
Change 2855722 on 2016/02/04 by Zak.Middleton
#ue4 - Expose PrimitiveComponent GetCollisionEnabled(), IsCollisionEnabled(), IsQueryCollisionEnabled(), IsPhysicsCollisionEnabled() functions to blueprints.
#rb Daniel.Broder, Ori.Cohen
#codereview Bob.Tellez
#jira UE-26411
Change 2855737 on 2016/02/04 by James.Golding
Add test AssetUserData C++ class to QAGame
Change 2855739 on 2016/02/04 by James.Golding
PR #1858 : Add abstract and editinlinenew to AssetUserData class, so derived classes can be added to assets via details panel
https://github.com/EpicGames/UnrealEngine/pull/1858
#github 1858
#jira UE-24494
#rb thomas.sarkanen
Change 2855842 on 2016/02/04 by James.Golding
UE-23968 : Add clamping to Friction, Restitution, Density and RaiseMassToPower properties of PhysicalMaterial
#codereview ori.cohen
#rb thomas.sarkanen
Change 2855843 on 2016/02/04 by James.Golding
PR #1984 : Add 'AssetUserData' support to AnimationAsset/Texture
https://github.com/EpicGames/UnrealEngine/pull/1984
#github 1984
#jira UE-25913
#rb thomas.sarkanen
Change 2855844 on 2016/02/04 by James.Golding
UE-23176 Fix incorrect clamping in GenerateKDopAsSimpleCollision() which could cause degenerate hulls
Also don't 'nudge' kdops if there are other primitives present, will offset from mesh we were fitting around
#rb thomas.sarkanen
Change 2855850 on 2016/02/04 by Benn.Gallagher
Update required LOD bones when associating a cloth chunk that uses bones that aren't weighted to that LOD
#rb Martin.Wilson
Change 2856409 on 2016/02/04 by Zak.Middleton
#ue4 - Change LogSpawn warnings to normal logs for cases that are common and valid during gameplay (failed due to collision at the target location, or failed because it is destroyed in the process of spawning, ie projectile spawned in a target).
#codereview Jeff.Farris
Change 2857018 on 2016/02/05 by Benn.Gallagher
Fixes for various anim graph related subgraph issues/crashes
#rb Ben.Cosh
Change 2857193 on 2016/02/05 by Lukasz.Furman
extended crowd agent interface to handle avoidance groups
#ue4 UE-24823
#1896
Change 2857200 on 2016/02/05 by Lukasz.Furman
fixed memory leak in CrowdManager
#ue UE-26516
#2026
#codereview Mieszko.Zielinski
Change 2857417 on 2016/02/05 by Lina.Halper
Add keyword for animation functions
Change 2858854 on 2016/02/08 by Benn.Gallagher
Fixed pose evaluator customizations being processed at the wrong time which caused properties to always be re-added even if removed from the details panel, causing duplicated entries.
#jira UE-8421
#rb Lina.Halper
Change 2858855 on 2016/02/08 by Benn.Gallagher
Fixed blendspace players only reporting normalized time when using a time getter in an anim graph transition.
#rb Lina.Halper
Change 2859159 on 2016/02/08 by Aaron.McLeran
UE-25586 Fix for reporting audio memory usage
- Realtime decompressed sounds that have CachedRealtimeFirstBuffers need to report the compressed asset size
Change 2859192 on 2016/02/08 by Laurent.Delayen
Removed check disallowing cooked additive animations from using AnimationRelative and AnimationScale retargeting modes (on the root bone or editor).
Skip AnimationRelative retargeting for baked additive animations since it gets cancelled out during the additive creation process.
#rb martin.wilson
#codereview lina.halper
Change 2859238 on 2016/02/08 by Lina.Halper
Git pull request #1895
Change 2859239 on 2016/02/08 by Lina.Halper
Git pull request #1813
Change 2859453 on 2016/02/08 by Aaron.McLeran
[CL 2868856 by Marc Audy in Main branch]
2016-02-16 13:35:21 -05:00
# include "AnimGraphNode_StateMachineBase.h"
# include "AnimationStateMachineGraph.h"
# include "K2Node_Composite.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "Kismet2/BlueprintEditorUtils.h"
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# include "AssetRegistry/AssetRegistryModule.h"
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# include "Interfaces/IMainFrameModule.h"
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2868852
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski
Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4
This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2828384 on 2016/01/14 by Mieszko.Zielinski
Back out of visual log refactor done as part of CL#2821607 #UE4
Change 2855722 on 2016/02/04 by Zak.Middleton
#ue4 - Expose PrimitiveComponent GetCollisionEnabled(), IsCollisionEnabled(), IsQueryCollisionEnabled(), IsPhysicsCollisionEnabled() functions to blueprints.
#rb Daniel.Broder, Ori.Cohen
#codereview Bob.Tellez
#jira UE-26411
Change 2855737 on 2016/02/04 by James.Golding
Add test AssetUserData C++ class to QAGame
Change 2855739 on 2016/02/04 by James.Golding
PR #1858 : Add abstract and editinlinenew to AssetUserData class, so derived classes can be added to assets via details panel
https://github.com/EpicGames/UnrealEngine/pull/1858
#github 1858
#jira UE-24494
#rb thomas.sarkanen
Change 2855842 on 2016/02/04 by James.Golding
UE-23968 : Add clamping to Friction, Restitution, Density and RaiseMassToPower properties of PhysicalMaterial
#codereview ori.cohen
#rb thomas.sarkanen
Change 2855843 on 2016/02/04 by James.Golding
PR #1984 : Add 'AssetUserData' support to AnimationAsset/Texture
https://github.com/EpicGames/UnrealEngine/pull/1984
#github 1984
#jira UE-25913
#rb thomas.sarkanen
Change 2855844 on 2016/02/04 by James.Golding
UE-23176 Fix incorrect clamping in GenerateKDopAsSimpleCollision() which could cause degenerate hulls
Also don't 'nudge' kdops if there are other primitives present, will offset from mesh we were fitting around
#rb thomas.sarkanen
Change 2855850 on 2016/02/04 by Benn.Gallagher
Update required LOD bones when associating a cloth chunk that uses bones that aren't weighted to that LOD
#rb Martin.Wilson
Change 2856409 on 2016/02/04 by Zak.Middleton
#ue4 - Change LogSpawn warnings to normal logs for cases that are common and valid during gameplay (failed due to collision at the target location, or failed because it is destroyed in the process of spawning, ie projectile spawned in a target).
#codereview Jeff.Farris
Change 2857018 on 2016/02/05 by Benn.Gallagher
Fixes for various anim graph related subgraph issues/crashes
#rb Ben.Cosh
Change 2857193 on 2016/02/05 by Lukasz.Furman
extended crowd agent interface to handle avoidance groups
#ue4 UE-24823
#1896
Change 2857200 on 2016/02/05 by Lukasz.Furman
fixed memory leak in CrowdManager
#ue UE-26516
#2026
#codereview Mieszko.Zielinski
Change 2857417 on 2016/02/05 by Lina.Halper
Add keyword for animation functions
Change 2858854 on 2016/02/08 by Benn.Gallagher
Fixed pose evaluator customizations being processed at the wrong time which caused properties to always be re-added even if removed from the details panel, causing duplicated entries.
#jira UE-8421
#rb Lina.Halper
Change 2858855 on 2016/02/08 by Benn.Gallagher
Fixed blendspace players only reporting normalized time when using a time getter in an anim graph transition.
#rb Lina.Halper
Change 2859159 on 2016/02/08 by Aaron.McLeran
UE-25586 Fix for reporting audio memory usage
- Realtime decompressed sounds that have CachedRealtimeFirstBuffers need to report the compressed asset size
Change 2859192 on 2016/02/08 by Laurent.Delayen
Removed check disallowing cooked additive animations from using AnimationRelative and AnimationScale retargeting modes (on the root bone or editor).
Skip AnimationRelative retargeting for baked additive animations since it gets cancelled out during the additive creation process.
#rb martin.wilson
#codereview lina.halper
Change 2859238 on 2016/02/08 by Lina.Halper
Git pull request #1895
Change 2859239 on 2016/02/08 by Lina.Halper
Git pull request #1813
Change 2859453 on 2016/02/08 by Aaron.McLeran
[CL 2868856 by Marc Audy in Main branch]
2016-02-16 13:35:21 -05:00
2014-07-21 20:47:01 -04:00
# define LOCTEXT_NAMESPACE "AnimationEditorUtils"
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/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Create Animation dialog to determine a newly created asset's name
///////////////////////////////////////////////////////////////////////////////
FText SCreateAnimationAssetDlg : : LastUsedAssetPath ;
void SCreateAnimationAssetDlg : : Construct ( const FArguments & InArgs )
{
AssetPath = FText : : FromString ( FPackageName : : GetLongPackagePath ( InArgs . _DefaultAssetPath . ToString ( ) ) ) ;
AssetName = FText : : FromString ( FPackageName : : GetLongPackageAssetName ( InArgs . _DefaultAssetPath . ToString ( ) ) ) ;
if ( AssetPath . IsEmpty ( ) )
{
AssetPath = LastUsedAssetPath ;
}
else
{
LastUsedAssetPath = AssetPath ;
}
FPathPickerConfig PathPickerConfig ;
PathPickerConfig . DefaultPath = AssetPath . ToString ( ) ;
PathPickerConfig . OnPathSelected = FOnPathSelected : : CreateSP ( this , & SCreateAnimationAssetDlg : : OnPathChange ) ;
PathPickerConfig . bAddDefaultPath = true ;
FContentBrowserModule & ContentBrowserModule = FModuleManager : : LoadModuleChecked < FContentBrowserModule > ( " ContentBrowser " ) ;
SWindow : : Construct ( SWindow : : FArguments ( )
. Title ( LOCTEXT ( " SCreateAnimationAssetDlg_Title " , " Create a New Animation Asset " ) )
. SupportsMinimize ( false )
. SupportsMaximize ( false )
//.SizingRule( ESizingRule::Autosized )
. ClientSize ( FVector2D ( 450 , 450 ) )
[
SNew ( SVerticalBox )
+ SVerticalBox : : Slot ( ) // Add user input block
. Padding ( 2 )
[
SNew ( SBorder )
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. BorderImage ( FAppStyle : : GetBrush ( " ToolPanel.GroupBorder " ) )
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[
SNew ( SVerticalBox )
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
[
SNew ( STextBlock )
. Text ( LOCTEXT ( " SelectPath " , " Select Path to create animation " ) )
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3739701)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
2017-11-06 18:22:01 -05:00
. Font ( FCoreStyle : : GetDefaultFontStyle ( " Regular " , 14 ) )
2014-09-23 05:18:06 -04:00
]
+ SVerticalBox : : Slot ( )
. FillHeight ( 1 )
. Padding ( 3 )
[
ContentBrowserModule . Get ( ) . CreatePathPicker ( PathPickerConfig )
]
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
[
SNew ( SSeparator )
]
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
. Padding ( 3 )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. AutoWidth ( )
. Padding ( 0 , 0 , 10 , 0 )
. VAlign ( VAlign_Center )
[
SNew ( STextBlock )
. Text ( LOCTEXT ( " AnimationName " , " Animation Name " ) )
]
+ SHorizontalBox : : Slot ( )
[
SNew ( SEditableTextBox )
. Text ( AssetName )
. OnTextCommitted ( this , & SCreateAnimationAssetDlg : : OnNameChange )
. MinDesiredWidth ( 250 )
]
]
]
]
+ SVerticalBox : : Slot ( )
. AutoHeight ( )
. HAlign ( HAlign_Right )
. Padding ( 5 )
[
SNew ( SUniformGridPanel )
2022-05-09 13:12:28 -04:00
. SlotPadding ( FAppStyle : : GetMargin ( " StandardDialog.SlotPadding " ) )
. MinDesiredSlotWidth ( FAppStyle : : GetFloat ( " StandardDialog.MinDesiredSlotWidth " ) )
. MinDesiredSlotHeight ( FAppStyle : : GetFloat ( " StandardDialog.MinDesiredSlotHeight " ) )
2014-09-23 05:18:06 -04:00
+ SUniformGridPanel : : Slot ( 0 , 0 )
[
SNew ( SButton )
. HAlign ( HAlign_Center )
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. ContentPadding ( FAppStyle : : GetMargin ( " StandardDialog.ContentPadding " ) )
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. Text ( LOCTEXT ( " OK " , " OK " ) )
. OnClicked ( this , & SCreateAnimationAssetDlg : : OnButtonClick , EAppReturnType : : Ok )
]
+ SUniformGridPanel : : Slot ( 1 , 0 )
[
SNew ( SButton )
. HAlign ( HAlign_Center )
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. ContentPadding ( FAppStyle : : GetMargin ( " StandardDialog.ContentPadding " ) )
2014-09-23 05:18:06 -04:00
. Text ( LOCTEXT ( " Cancel " , " Cancel " ) )
. OnClicked ( this , & SCreateAnimationAssetDlg : : OnButtonClick , EAppReturnType : : Cancel )
]
]
] ) ;
}
void SCreateAnimationAssetDlg : : OnNameChange ( const FText & NewName , ETextCommit : : Type CommitInfo )
{
AssetName = NewName ;
}
void SCreateAnimationAssetDlg : : OnPathChange ( const FString & NewPath )
{
AssetPath = FText : : FromString ( NewPath ) ;
LastUsedAssetPath = AssetPath ;
}
FReply SCreateAnimationAssetDlg : : OnButtonClick ( EAppReturnType : : Type ButtonID )
{
UserResponse = ButtonID ;
if ( ButtonID ! = EAppReturnType : : Cancel )
{
if ( ! ValidatePackage ( ) )
{
// reject the request
return FReply : : Handled ( ) ;
}
}
RequestDestroyWindow ( ) ;
return FReply : : Handled ( ) ;
}
/** Ensures supplied package name information is valid */
bool SCreateAnimationAssetDlg : : ValidatePackage ( )
{
FText Reason ;
FString FullPath = GetFullAssetPath ( ) ;
if ( ! FPackageName : : IsValidLongPackageName ( FullPath , false , & Reason )
| | ! FName ( * AssetName . ToString ( ) ) . IsValidObjectName ( Reason ) )
{
FMessageDialog : : Open ( EAppMsgType : : Ok , Reason ) ;
return false ;
}
return true ;
}
EAppReturnType : : Type SCreateAnimationAssetDlg : : ShowModal ( )
{
GEditor - > EditorAddModalWindow ( SharedThis ( this ) ) ;
return UserResponse ;
}
FString SCreateAnimationAssetDlg : : GetAssetPath ( )
{
return AssetPath . ToString ( ) ;
}
FString SCreateAnimationAssetDlg : : GetAssetName ( )
{
return AssetName . ToString ( ) ;
}
FString SCreateAnimationAssetDlg : : GetFullAssetPath ( )
{
return AssetPath . ToString ( ) + " / " + AssetName . ToString ( ) ;
}
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
2020-01-22 17:58:55 -05:00
/////////////////////////////////////////////////////
// Dialog to prompt user to select an animation compression settings asset.
/////////////////////////////////////////////////////
SAnimationCompressionSelectionDialog : : SAnimationCompressionSelectionDialog ( )
: bValidAssetChosen ( false )
{ }
SAnimationCompressionSelectionDialog : : ~ SAnimationCompressionSelectionDialog ( )
{ }
void SAnimationCompressionSelectionDialog : : SetOnAssetSelected ( const FOnAssetSelected & InHandler )
{
OnAssetSelectedHandler = InHandler ;
}
void SAnimationCompressionSelectionDialog : : DoSelectAsset ( const FAssetData & SelectedAsset )
{
bValidAssetChosen = true ;
OnAssetSelectedHandler . ExecuteIfBound ( SelectedAsset ) ;
CloseDialog ( ) ;
}
FReply SAnimationCompressionSelectionDialog : : OnConfirmClicked ( )
{
TArray < FAssetData > SelectedAssets = GetCurrentSelectionDelegate . Execute ( ) ;
if ( SelectedAssets . Num ( ) > 0 )
{
DoSelectAsset ( SelectedAssets [ 0 ] ) ;
}
return FReply : : Handled ( ) ;
}
FReply SAnimationCompressionSelectionDialog : : OnCancelClicked ( )
{
CloseDialog ( ) ;
return FReply : : Handled ( ) ;
}
void SAnimationCompressionSelectionDialog : : CloseDialog ( )
{
TSharedPtr < SWindow > ContainingWindow = FSlateApplication : : Get ( ) . FindWidgetWindow ( AsShared ( ) ) ;
if ( ContainingWindow . IsValid ( ) )
{
ContainingWindow - > RequestDestroyWindow ( ) ;
}
}
void SAnimationCompressionSelectionDialog : : OnAssetSelected ( const FAssetData & AssetData )
{
CurrentlySelectedAssets = GetCurrentSelectionDelegate . Execute ( ) ;
}
void SAnimationCompressionSelectionDialog : : OnAssetsActivated ( const TArray < FAssetData > & SelectedAssets , EAssetTypeActivationMethod : : Type ActivationType )
{
const bool bCorrectActivationMethod = ActivationType = = EAssetTypeActivationMethod : : DoubleClicked | | ActivationType = = EAssetTypeActivationMethod : : Opened ;
if ( SelectedAssets . Num ( ) > 0 & & bCorrectActivationMethod )
{
DoSelectAsset ( SelectedAssets [ 0 ] ) ;
}
}
bool SAnimationCompressionSelectionDialog : : IsConfirmButtonEnabled ( ) const
{
return CurrentlySelectedAssets . Num ( ) > 0 ;
}
void SAnimationCompressionSelectionDialog : : Construct ( const FArguments & InArgs , const FAnimationCompressionSelectionDialogConfig & InConfig )
{
FAssetPickerConfig AssetPickerConfig ;
Deprecating ANY_PACKAGE.
This change consists of multiple changes:
Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values
AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes
Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names
#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32
#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
AssetPickerConfig . Filter . ClassPaths . Push ( UAnimBoneCompressionSettings : : StaticClass ( ) - > GetClassPathName ( ) ) ;
2020-01-22 17:58:55 -05:00
AssetPickerConfig . Filter . bRecursiveClasses = true ;
AssetPickerConfig . InitialAssetViewType = EAssetViewType : : List ;
AssetPickerConfig . OnAssetSelected = FOnAssetSelected : : CreateSP ( this , & SAnimationCompressionSelectionDialog : : OnAssetSelected ) ;
AssetPickerConfig . OnAssetsActivated = FOnAssetsActivated : : CreateSP ( this , & SAnimationCompressionSelectionDialog : : OnAssetsActivated ) ;
AssetPickerConfig . GetCurrentSelectionDelegates . Add ( & GetCurrentSelectionDelegate ) ;
AssetPickerConfig . SaveSettingsName = TEXT ( " AnimationCompressionSelectionDialog " ) ;
AssetPickerConfig . bCanShowFolders = false ;
AssetPickerConfig . bCanShowDevelopersFolder = true ;
AssetPickerConfig . bAllowNullSelection = false ;
AssetPickerConfig . bAllowDragging = false ;
AssetPickerConfig . SelectionMode = ESelectionMode : : Single ;
AssetPickerConfig . bFocusSearchBoxWhenOpened = true ;
AssetPickerConfig . InitialAssetSelection = InConfig . DefaultSelectedAsset ! = nullptr ? InConfig . DefaultSelectedAsset : FAnimationUtils : : GetDefaultAnimationBoneCompressionSettings ( ) ;
AssetPickerConfig . bForceShowEngineContent = true ;
if ( AssetPickerConfig . InitialAssetSelection . IsValid ( ) )
{
CurrentlySelectedAssets . Add ( AssetPickerConfig . InitialAssetSelection ) ;
}
FContentBrowserModule & ContentBrowserModule = FModuleManager : : Get ( ) . LoadModuleChecked < FContentBrowserModule > ( TEXT ( " ContentBrowser " ) ) ;
AssetPicker = ContentBrowserModule . Get ( ) . CreateAssetPicker ( AssetPickerConfig ) ;
// The root widget in this dialog.
TSharedRef < SVerticalBox > MainVerticalBox = SNew ( SVerticalBox ) ;
// Asset view
MainVerticalBox - > AddSlot ( )
. FillHeight ( 1 )
. Padding ( 0 , 0 , 0 , 4 )
[
SNew ( SSplitter )
+ SSplitter : : Slot ( )
. Value ( 0.75f )
[
SNew ( SBorder )
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. BorderImage ( FAppStyle : : GetBrush ( " ToolPanel.GroupBorder " ) )
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[
AssetPicker . ToSharedRef ( )
]
]
] ;
// Buttons and asset name
TSharedRef < SHorizontalBox > ButtonsAndNameBox = SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. AutoWidth ( )
. HAlign ( HAlign_Right )
. VAlign ( VAlign_Bottom )
. Padding ( 4 , 3 )
[
SNew ( SButton )
. Text ( LOCTEXT ( " AnimationCompressionSelectionDialogSelectButton " , " Select " ) )
. ContentPadding ( FMargin ( 8 , 2 , 8 , 2 ) )
. IsEnabled ( this , & SAnimationCompressionSelectionDialog : : IsConfirmButtonEnabled )
. OnClicked ( this , & SAnimationCompressionSelectionDialog : : OnConfirmClicked )
]
+ SHorizontalBox : : Slot ( )
. AutoWidth ( )
. VAlign ( VAlign_Bottom )
. Padding ( 4 , 3 )
[
SNew ( SButton )
. ContentPadding ( FMargin ( 8 , 2 , 8 , 2 ) )
. Text ( LOCTEXT ( " AnimationCompressionSelectionDialogCancelButton " , " Cancel " ) )
. OnClicked ( this , & SAnimationCompressionSelectionDialog : : OnCancelClicked )
] ;
MainVerticalBox - > AddSlot ( )
. AutoHeight ( )
. HAlign ( HAlign_Right )
. Padding ( 0 )
[
ButtonsAndNameBox
] ;
ChildSlot
[
MainVerticalBox
] ;
}
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
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/////////////////////////////////////////////////////
// Animation editor utility functions
/////////////////////////////////////////////////////
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namespace AnimationEditorUtils
{
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FAssetData CreateModalAnimationCompressionSelectionDialog ( const FAnimationCompressionSelectionDialogConfig & InConfig )
{
struct FModalResult
{
void OnAssetSelected ( const FAssetData & SelectedAsset )
{
SavedResult = SelectedAsset ;
}
FAssetData SavedResult ;
} ;
FModalResult ModalWindowResult ;
auto OnAssetSelectedDelegate = SAnimationCompressionSelectionDialog : : FOnAssetSelected : : CreateRaw ( & ModalWindowResult , & FModalResult : : OnAssetSelected ) ;
TSharedRef < SAnimationCompressionSelectionDialog > Dialog = SNew ( SAnimationCompressionSelectionDialog , InConfig ) ;
Dialog - > SetOnAssetSelected ( OnAssetSelectedDelegate ) ;
const FVector2D DefaultWindowSize ( 400.0f , 500.0f ) ;
const FVector2D WindowSize = InConfig . WindowSizeOverride . IsZero ( ) ? DefaultWindowSize : InConfig . WindowSizeOverride ;
const FText WindowTitle = InConfig . DialogTitleOverride . IsEmpty ( ) ? LOCTEXT ( " GenericAnimationCompressionSelectionDialogWindowHeader " , " Select compression settings " ) : InConfig . DialogTitleOverride ;
TSharedRef < SWindow > DialogWindow =
SNew ( SWindow )
. Title ( WindowTitle )
. ClientSize ( WindowSize ) ;
DialogWindow - > SetContent ( Dialog ) ;
IMainFrameModule & MainFrameModule = FModuleManager : : LoadModuleChecked < IMainFrameModule > ( TEXT ( " MainFrame " ) ) ;
const TSharedPtr < SWindow > & MainFrameParentWindow = MainFrameModule . GetParentWindow ( ) ;
if ( MainFrameParentWindow . IsValid ( ) )
{
FSlateApplication : : Get ( ) . AddModalWindow ( DialogWindow , MainFrameParentWindow . ToSharedRef ( ) ) ;
}
return ModalWindowResult . SavedResult ;
}
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/** Creates a unique package and asset name taking the form InBasePackageName+InSuffix */
void CreateUniqueAssetName ( const FString & InBasePackageName , const FString & InSuffix , FString & OutPackageName , FString & OutAssetName )
{
FAssetToolsModule & AssetToolsModule = FModuleManager : : Get ( ) . LoadModuleChecked < FAssetToolsModule > ( " AssetTools " ) ;
AssetToolsModule . Get ( ) . CreateUniqueAssetName ( InBasePackageName , InSuffix , OutPackageName , OutAssetName ) ;
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
void CreateAnimationAssets ( const TArray < TWeakObjectPtr < UObject > > & SkeletonsOrSkeletalMeshes , TSubclassOf < UAnimationAsset > AssetClass , const FString & InPrefix , FAnimAssetCreated AssetCreated , UObject * NameBaseObject /*= nullptr*/ , bool bDoNotShowNameDialog /*= false*/ )
2014-07-21 20:47:01 -04:00
{
TArray < UObject * > ObjectsToSync ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
for ( auto SkelIt = SkeletonsOrSkeletalMeshes . CreateConstIterator ( ) ; SkelIt ; + + SkelIt )
2014-07-21 20:47:01 -04:00
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
USkeletalMesh * SkeletalMesh = nullptr ;
USkeleton * Skeleton = Cast < USkeleton > ( SkelIt - > Get ( ) ) ;
if ( Skeleton = = nullptr )
{
SkeletalMesh = CastChecked < USkeletalMesh > ( SkelIt - > Get ( ) ) ;
2020-11-25 11:17:08 -04:00
Skeleton = SkeletalMesh - > GetSkeleton ( ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
}
2014-07-21 20:47:01 -04:00
if ( Skeleton )
{
FString Name ;
FString PackageName ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
FString AssetPath = ( NameBaseObject ) ? NameBaseObject - > GetOutermost ( ) - > GetName ( ) : Skeleton - > GetOutermost ( ) - > GetName ( ) ;
2014-09-23 05:18:06 -04:00
// Determine an appropriate name
CreateUniqueAssetName ( AssetPath , InPrefix , PackageName , Name ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
if ( bDoNotShowNameDialog = = false )
2014-09-23 05:18:06 -04:00
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
// set the unique asset as a default name
TSharedRef < SCreateAnimationAssetDlg > NewAnimDlg =
SNew ( SCreateAnimationAssetDlg )
. DefaultAssetPath ( FText : : FromString ( PackageName ) ) ;
2014-09-23 05:18:06 -04:00
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
// show a dialog to determine a new asset name
if ( NewAnimDlg - > ShowModal ( ) = = EAppReturnType : : Cancel )
{
return ;
}
PackageName = NewAnimDlg - > GetFullAssetPath ( ) ;
Name = NewAnimDlg - > GetAssetName ( ) ;
}
2014-07-21 20:47:01 -04:00
// Create the asset, and assign its skeleton
FAssetToolsModule & AssetToolsModule = FModuleManager : : GetModuleChecked < FAssetToolsModule > ( " AssetTools " ) ;
UAnimationAsset * NewAsset = Cast < UAnimationAsset > ( AssetToolsModule . Get ( ) . CreateAsset ( Name , FPackageName : : GetLongPackagePath ( PackageName ) , AssetClass , NULL ) ) ;
if ( NewAsset )
{
NewAsset - > SetSkeleton ( Skeleton ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
if ( SkeletalMesh )
{
NewAsset - > SetPreviewMesh ( SkeletalMesh ) ;
}
2014-07-21 20:47:01 -04:00
NewAsset - > MarkPackageDirty ( ) ;
ObjectsToSync . Add ( NewAsset ) ;
}
}
}
if ( AssetCreated . IsBound ( ) )
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3807299)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3528776 by Yannick.Lange
Allow thumbnails to be captured from a viewport always.
#jira UE-45392
Change 3564359 by Yannick.Lange
Back out part of changelist 3528776: Revert allowing thumbnails to be captured from a viewport to fix UE-47827 & UE-47785.
#jira UE-47785, UE-47827
Change 3740671 by Matt.Kuhlenschmidt
Make the font editor canvas respect dpi scale
Change 3740810 by Josh.Engebretson
PR #4138: Log GenerateProjectFiles to file when using UVS (Contributed by projectgheist)
#jira UE-51358
Change 3740939 by Cody.Albert
Fixing some #ifdefs that should be #ifs
Change 3741089 by Alexis.Matte
Make sure bImportBoneTracks is set to true when importing into level
#jira UE-51999
Change 3741101 by Alexis.Matte
Fix the import material search
#jira UE-51857
Change 3741690 by Jamie.Dale
Guard against an invalid index in SLocalizationCommandletExecutor::Tick
#jira UE-52067
Change 3741710 by Jamie.Dale
Made a static variable also const
Change 3741724 by Michael.Dupuis
Added missing shader cache
Change 3742037 by Lauren.Ridge
Details panels can now "own" a color picker so a different details panel refreshing doesn't close it. Also fixed refreshing state of the graph after changing texture or color parameter values
Change 3742250 by Matt.Kuhlenschmidt
PR #4185: Output Log Filter tooltip shows %s instead of category. (Contributed by LordNed)
Change 3742308 by Lauren.Ridge
Adding axis input to the material editor's viewport client
Change 3742380 by Matt.Kuhlenschmidt
USD importer improvements
- USD now stores source file information for reimports
- Fixed bug where no geometry would be imported if an exporter had set a time code even without animated data
- Prevent a crash if a mesh doesnt have enough valid data to be imported
Change 3742536 by Matt.Kuhlenschmidt
Remove usd wrapper test project
Change 3743564 by Alexis.Matte
Fix skeletal mesh screen size auto set value when importing a LOD
#test none
#jira UE-52100
Change 3743582 by Lauren.Ridge
Fixing non-desktop compiles
Change 3743598 by Lauren.Ridge
Fixing shadowed variable by renaming the global color picker weak ptr variable.
Change 3743636 by Lauren.Ridge
Creating a new parameter immediately allows naming
Change 3743855 by Michael.Dupuis
Added missing shader from cache
Change 3744277 by Lauren.Ridge
Don't show empty Global group if it only contained the material layer param.
Change 3744330 by Lauren.Ridge
Clarifying "no parameter" text
Change 3744529 by Lauren.Ridge
Making Save to Child and Save To Sibling buttons work for material layer params, show on material layer param panel
Change 3744668 by Chris.Bunner
Added shared layer input collection asset, a list of float/texture redirectors that allow setting globally in a material graph then retrieving within layer/blend graphs.
Added output for number of unique shaders generated by a particular material instance.
Show instruction counts when working on a material layer.
Relaxed restrictions on material layers, base MA input is now optional.
#jira UETOOL-1271, UETOOL-1278, UETOOL-1279
Change 3744669 by Chris.Bunner
Added automated test for material layers, layer/blend instances and shared inputs.
Change 3744754 by Laz.Matech
Adding localization data to QAGame for the Realtime Preview localization test.
#jira none
Change 3744860 by Michael.Dupuis
#jira UE-52049 : Do not update random stream in most case, only when adding new instances, or filling from built data
Change 3744965 by Chris.Bunner
Rebuilt lighting in automated test map and updated reflection capture screenshot.
Change 3746015 by Michael.Dupuis
#jira UE-52090: Added missing shader for forward rendering
Change 3746038 by Michael.Dupuis
#jira UE-51494: Make sure index is valid for this instance as instances from template and instance could mismatch due to in level changes
Change 3746076 by Michael.Dupuis
Removed unused code
Change 3746998 by Tim.Gautier
QAGame: - Renamed UMG_RealtimePreview > UMG_InEditorPreview
- Moved UMG_InEditorPreview into UMG > Localization, setting up for future Localization tests
Change 3747206 by Arciel.Rekman
Linux: make UI scale more coarse to prevent unnecessary scaling (UE-52086).
- Monitors whose physical dimensions fall in range of 80-110 DPI should still have scale=1.0.
(Edigrating CL 3740942 from Release-4.18 to Dev-Editor)
Change 3747211 by Arciel.Rekman
Make failure to launch SCW more apparent to the user (UE-47263).
- Fixes frequent crash on Linux.
(Merging 3747070 from Release-4.18 to Dev-Editor)
Change 3747726 by Tim.Gautier
QAGame: Resubmitting updated Loc files
Change 3747872 by Tim.Gautier
QAGame: Resubmitting compiled Loc assets
Change 3748118 by Lauren.Ridge
Adding help text to the material layers preview tab
Change 3748398 by Lauren.Ridge
Fixing tooltips for the material layer read-only preview
Change 3748565 by Arciel.Rekman
Linux: fix RHIs settings being wrong when removed via project properties (UE-51203).
- This was a deeper issue with config system than just Linux RHIs.
- This is a better fix than one submitted to 4.18 branch in CL 3747086.
Change 3749441 by Matt.Kuhlenschmidt
PR #4201: Fix a typo in a comment. (Contributed by dneelyep)
Change 3749442 by Matt.Kuhlenschmidt
PR #4195: Incorrect specifier used for FText::Format (Contributed by projectgheist)
Change 3749496 by Matt.Kuhlenschmidt
Fix static analysis
Change 3749805 by Lauren.Ridge
Fixing reset to default on MaterialLayerParam in base material
Change 3749838 by Lauren.Ridge
Also correctly resetting names and layer states
Change 3750442 by Mieszko.Zielinski
Added a safety check which addresses the crash #UE4
Note that this is a temp fix. A proper fix is making sure ConvexShapeIndices doesn't contain any duplicates and will be inplemented in Dev-Framework.
#jira UE-52123
Change 3752266 by Arciel.Rekman
OpenGL: remove PLATFORM_WINDOWS exceptions.
- Discrepancy in behavior between Windows and Linux OpenGL is unhelpful for bug reproducibility.
- VAB bug should have been fixed long ago (on both platforms).
Change 3752929 by Arciel.Rekman
Linux: avoid crashing on unknown drivers.
- See https://answers.unrealengine.com/questions/724100/crashes-on-startup-after-first-run.html
- Checks in IsDeviceIntel() and such fail if the drivers were not detected.
Change 3753254 by Michael.Dupuis
Added missing shader for shader cache
Change 3753426 by Michael.Dupuis
#jira UE-5751: Added the possibility to change material instance exposed params at runtime using a MID for texture, vector and scalar for 1 component or all components
Change 3753440 by Alexis.Matte
Fix fbx scene importer morph target import crash
#jira UE-52255
Change 3753457 by Michael.Dupuis
build fix
Change 3753700 by Chris.Bunner
Make GetSharedInput preview fallback always available in editor as this should handle previews, thumbnails and other editor-only cases.
Refactor to remove duplicate code in material translator.
Material layer expressions are required for client load, fixes cooked builds using layer instances in the base material layer stack.
Change 3754760 by Chris.Bunner
Tidying up EngineTest/ShaderModels map.
Change 3754765 by Arciel.Rekman
Avoid placing tooltip windows under the cursor (UE-12288).
- Fixes inability to use some corners of the screen on Linux (the tooltips there aren't click-through).
Change 3754788 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3754933 by Christina.TempelaarL
Fixed typo in heightLerp (transistion->transition).
#jira UE-46736
Change 3754946 by Cody.Albert
Update loading movie code to properly calculate delta time when throttled at 60fps
Change 3755059 by Jamie.Dale
Fixed game preview language not updating in realtime while PIE was enabled
#jira UE-52209
Change 3755130 by Jamie.Dale
Fixed game preview language not updating from native when switching between preview languages
#jira UE-52348
Change 3755664 by Michael.Dupuis
Fixed compile warning
Change 3755714 by Yannick.Lange
Always allow capturing thumbnails from viewport.
This also hides the thumbnail editing UI when a thumbnail was captured from a viewport.
Change 3755944 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3756109 by Christina.TempelaarL
fixed FBX importer Import Textures tooltip, UMaterial -> Material in tooltip text
#jira UE-48389
Change 3756169 by Jamie.Dale
Added plural form pattern to SContentBrowser::GetPathText
Change 3756493 by Laz.Matech
Updating Localization content to further test InEditor Preview Language in UMG
#jira none
Change 3758336 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758947 by Jamie.Dale
Fixed cursor position regression in search boxes
This was caused by a call to SetText that was added in CL# 3627864
This caused the text to update as it was changed, which made the cursor jump to the end of the text and made it impossible to type in the middle of a search term.
This was done as a bound FText value had been passed to the InitalText of SSearchBox, which made the text resolution behave strangely. InitalText should always be a value, and SSearchBox now resolves any bindings during its constructor.
#jira UE-48874
Change 3759000 by Laz.Matech
Submitting the .PO file for CL 3756493
#jira none
Change 3759480 by Matt.Kuhlenschmidt
Safe guard against brush details crash
#jira UE-52278
Change 3759665 by Matt.Kuhlenschmidt
PR #4214: UE-52249: Use valid PreviewShadowsIndicatorMaterialName (Contributed by projectgheist)
Change 3761211 by Matt.Kuhlenschmidt
Remove the restriction that a level must be writable to be locked/unlocked.
Fixed duplicate icons being used by the level browser
Change 3761304 by Chris.Bunner
MaterialAttributeLayers graph node BaseMA input is no longer required.
Note: Requires "Use Preview Value" set to true on inputs.
Change 3761307 by Chris.Bunner
New material layers and blends will have "Use Preview Value" set to true by default to avoid the need for connected inputs - Missed file on previous commit.
Change 3761357 by Chris.Bunner
Renamed material shared input enum.
Change 3761419 by Chris.Bunner
Updating material layers automated test assets after recent changes.
Reverted some naming changes so existing screenshot tests can be reused.
Change 3762058 by tim.gautier
QAGame: Adding Material Layer assets for testing (Content/Materials/LayerFunction)
Change 3763328 by Matt.Kuhlenschmidt
Fix Slate warning at editor startup
Change 3763354 by Alexis.Matte
Fix skeletal mesh material assign when reducing a LOD that was import from a file using simplygon reduction
#jira UE-52505
Change 3763501 by Matt.Kuhlenschmidt
Prevent shared asset thumbnail pools from having their resources forcefully released when they are in use. ReleaseResources is now private and only called on destruction of the pool
Change 3763574 by Matt.Kuhlenschmidt
Fix slate material box brushes not being keyed off image size
#jira UE-40219
Change 3763678 by Jamie.Dale
Disable realtime level editor viewport if running under remote desktop
This makes the main editor window much more responsive by default under remote desktop
Change 3763679 by Jamie.Dale
Added asset caching metrics for the loc gather
Change 3763693 by Matt.Kuhlenschmidt
Changed the code that activates the actor details tab when selection changes to a flash. There are simply too many things that change the selection and steal focus away from a tab being used
#jira UE-51754
Change 3763826 by Michael.Dupuis
Fixed Fortnite cooking crash
Change 3763864 by Harrison.Moore
Adding New Default 'LayerBlend' assets
Change 3764028 by Christina.TempelaarL
#jira UE-47695 Auto LOD bug
Moved the sections dropdown to the LOD Picker category and modified Custom cb behavior, based on suggestions from charlie.
Change 3764031 by Christina.TempelaarL
#jira UE-47695 Auto LOD in StaticMeshViewer
moved LOD combo widget to LOD picker category and hide custom checkboxes until custom checked.
Change 3764076 by tim.gautier
QAGame: Submitting UMG_Multitouch_test for initial Multitouch testing
Change 3764263 by Matt.Kuhlenschmidt
Fix the floor mesh thumbnail
Change 3764284 by Chris.Bunner
Removing some asserts for cases that can validly fail and are already handled.
Change 3764372 by Matt.Kuhlenschmidt
PR #4196: Show edit icons in editor (Contributed by projectgheist)
Change 3764388 by Chris.Bunner
Fixing logic for material, function and instance updating active materials and instances and their editors.
Change 3764674 by Harrison.Moore
test materials added, Blend updates
Change 3764681 by Harrison.Moore
Adding HMtest map
Change 3766238 by Chris.Bunner
Material layer callers need to let their internal material function calls update their inputs/outputs.
Change 3766556 by Jamie.Dale
Fixed crashes that could happen if some of the data table panels were closed
We now always create the underlying widgets, even if they're currently hidden from view
#jira UE-52552
Change 3767753 by Chris.Bunner
When rebuilding a material function instance editor we must re-create and re-apply the proxies as the expressions have likely changed. Take care to maintain local parameter changes as these have not been saved yet.
Change 3768719 by Michael.Dupuis
#jira UE-52521: Prevent possible crash if a segment have no point or invalid point
Change 3769157 by Jamie.Dale
Fixed incorrect text selection if selecting via double click beyond the bounds of the line
It would previously select the second to last word, rather than the last word
#jira UE-51609
Change 3769159 by Harrison.Moore
Belica Test update, New layer blends updated with texture type fix.
Change 3769205 by Jamie.Dale
Fixed Windows file save dialog not appending the correct extension when there were multiple options available
#jira UE-52180
Change 3769220 by Harrison.Moore
Layer blend tweaks
Change 3769292 by Jamie.Dale
Removing redundant code
Applying the correct package ID, only to then strip it off again is rather pointless
Change 3769479 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows.
Change 3769920 by Arciel.Rekman
Linux: convert yet another initialization crash to a user-friendly message (UE-52457).
#jira UE-52457
Change 3771055 by Alexis.Matte
Make sure we set the Used by morph target material flag to material use by the morphtarget instead of all skinned mesh component
Use the morph vertex factory only for section that has active morph target
#jira UE-51483
Change 3771135 by Michael.Dupuis
Fixed fortnite cooking
Change 3773054 by Yannick.Lange
Avoid loading viewport interaction assets when starting the editor.
Change 3774184 by Arciel.Rekman
Linux: disabled some gdb visualizers until the issue is fixed.
- CL 3773942 by CengizT.
Change 3774303 by Matt.Kuhlenschmidt
Pull requests to fix various typos
Change 3774305 by Matt.Kuhlenschmidt
PR #4237: Visual Studio Repeatedly Opens (UE-51608) (Contributed by LordNed)
#jira UE-51608
Change 3774701 by Arciel.Rekman
OpenGL: fix ARB callback errors when hitting Build Lighting.
- Merged from 4.18 shelf.
Change 3775812 by Matt.Kuhlenschmidt
Fix One-off crash undo-ing while working with Material Params / Material Functions
#jira UE-52680
Change 3775849 by Matt.Kuhlenschmidt
More info for UE-52610
Change 3775850 by Matt.Kuhlenschmidt
Guard against mesh paint crashes
#jira UE-52618
Change 3775904 by Matt.Kuhlenschmidt
Added logging to track down window shutdown issues
Change 3775913 by Matt.Kuhlenschmidt
Pull requests for typos
#jira UE-52751, UE-52748
Change 3776676 by Jamie.Dale
Fixed being able to insert tabs into spin boxes with units
#jira UE-52776
Change 3777006 by Michael.Trepka
Process Mac windowDidBecomeMain and windowDidResignMain notifications immediately instead of deferring them. This solves issues with Slate code that closes and immediately opens new menu windows. Previously closing a window would schedule menu parent's activation event that could be processed after another menu's creation, making it immediately disappear.
#jira UE-52145
Change 3777170 by Arciel.Rekman
Linux: use Xft.dpi (most desktop environments expose their scale through that) as a DPI value (UE-52086, UE-52766).
- Change by Brandon.Schaefer.
- Limitation: no per-monitor DPI.
(Edigrating CL 3776509 //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777292 by Arciel.Rekman
Linux: fix symbol collision causing problems with AMD drivers (UE-51843).
- We cannot have elf_end() hidden, because libcuda.so calls elf_end from libnvidia-fatbinaryloader.so and this breaks linking monolithic binaries ("hidden symbol referenced in DSO").
- We cannot have elf_end() visible, because of a name collision with a different libelf used by AMD drivers.
- The only possible workaround is to have elf_end() renamed.
(Edigrating CL 3777242 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777686 by Joe.Conley
Blueprint editor variable type tooltips: fix case mismatch that was preventing type name to be displayed properly in soft object/class reference tooltips.
Change 3778180 by Jamie.Dale
Avoid a crash if a regex pattern or matcher outlive ICU during shutdown
#jira UE-52770
Change 3778182 by Jamie.Dale
Avoid a crash if a break iterator outlives ICU during shutdown
Change 3778368 by Jamie.Dale
Added missing pragma once
Change 3778560 by Matt.Kuhlenschmidt
Prevent non-shared DDC notification from triggering for epic internal builds
Change 3778709 by Lauren.Ridge
Copying 4.18.2 array reordering propagating to children fix (originally 3778547)
Change 3779205 by Lauren.Ridge
Duplicating 3776649 to fix a crash on compile due to partial GC of a widget.
#jira UE-52260
Change 3779217 by Brandon.Schaefer
GitHub #3678 Fix Setup.sh handling of special characters in PNG path
#jira UE-46103
Change 3779341 by Brandon.Schaefer
GitHub #3012 Use elemtry OS versions to set the ubuntu versions for depencies
#jira UE-39364
Change 3780274 by Joe.Conley
DataTables: Add documentation tooltips showing type information to header columns
Change 3780840 by Alexis.Matte
Do a re-import when user re-import LOD 0
Prevent importing more then MAX_SKELETAL_MESH_LODS
#jira UE-52373
Change 3781067 by Arciel.Rekman
Linux: fix OSSSteam cross-compilation (and CIS).
- Broken by previous change that put compile-time arguments into response file and bulk-replaced \ with /, which affected things like Definitions.Add("STEAM_SDK_VER_PATH=TEXT(\"Steam" + SteamVersion + "\")");
Change 3781110 by Christina.TempelaarL
#jira UE-47695 moved Static Mesh Editor LOD menu from tools to viewport tool bar
Change 3781531 by Christina.TempelaarL
#jira UE-47695 added LOD menu to Static Mesh Editor viewport
Change 3781663 by Alexis.Matte
Fix for cancel export fbx when previewing animation sequence export
#jira UE-49743
Change 3782007 by Jamie.Dale
Improved the ability to lockdown available game languages
In addition to the previous "DisabledCultures" array, you can now add an array of "EnabledCultures" (using the same per-build config filters) to explicitly list the cultures that are allowed to be used in your build (if the list is empty, then everything is allowed unless otherwise disabled).
This also stops the game from attempting to fallback to the native language if the native language has been disabled (we will fallback to the first available language instead).
Change 3782122 by Jordan.Walker
test assets for material layers
Change 3782131 by Joe.Graf
Added support for IOS and TVOS targets when generating CMake files on Mac
Change 3782218 by Christina.TempelaarL
fixing include paths and capitalization causing build errors.
Change 3783171 by Michael.Dupuis
Added the possibility to override default LOD rules for visible primitive and whole scene shadow casting primitive
Added the possibility to store Custom data per view for the frame duration
Change 3783172 by Michael.Dupuis
#jira UE-35097 : Refactored landscape rendering logic to improve general performance while using new custom data and custom lod feature
Exposed many new settings to control component using sub sections rendering, tessellated component, shadow should be include into tessellation, tessellation falloff based on camera location
Changed how LOD distribution is done to be in screen size instead of distance.
Give the possibility to have a different distribution for LOD0 vs the other one.
Change 3783174 by Michael.Dupuis
missing file to landscape refactor
Change 3783315 by Lauren.Ridge
Changing a parameter in the Material Parameter Panel now dirties the material correctly.
Changing a layer parameter in the Material Instance Editor now refreshes the details panel as well.
Change 3783374 by Chris.Bunner
Adding MaterialSharedInputCollection to hidden list when MaterialLayers disabled.
Change 3783617 by Chris.Bunner
Added a Channel Mask material expression parameter. Wraps up a vector parameter and dot product with a single channel selection interface, internally a regular vector parameter.
Fixed GetSharedInput failing to return the preview texture in the Function Instance editor.
Change 3783676 by Lauren.Ridge
Adding access to a material function instance's parent in the Material Instance Editor
Change 3783751 by Michael.Trepka
PR #4248: Fixed C++ std in generated Xcode project to match rest of engine (C++14) (Contributed by Bo98)
Change 3783971 by Brandon.Schaefer
Rename/Move all deploy/Deploy folder/files into AlembicDeploy. Due to case sensitivity on linux, need to maintain the correct case.
#jira UE-37631
Change 3783992 by Michael.Dupuis
#jira UE-35097: Remove tessellation on editor tools
Fixed a case where tessellation multiplier at 0 would cause the component to not be visible
Fixed minor tessellation falloff calculation error
Change 3784502 by Chris.Bunner
Restored missing bool setter.
Coding standards fix.
Change 3784614 by Arciel.Rekman
Linux: better error message when running out of inotify watches (UE-50459).
#jira UE-50459
Change 3784620 by Chris.Bunner
Updated LayerBlend_TextureMask to use new ChannelMask parameter.
Change 3784725 by Lauren.Ridge
Fixing groups not sorting correctly
Change 3785645 by Chris.Bunner
Non-editor compile fix.
Change 3785666 by Arciel.Rekman
Linux: restore ability to use Wayland instead of X11.
- SDL libs recompiled and Wayland version is set to lower one to be compatible with the compositor shipped on Ubuntu 16.04 LTS
- Change by Anthony.Bills.
Change 3785708 by Arciel.Rekman
Linux: implement voice capture using SDL (non-server only) (UE-51298).
- Based on pull request #4131 by mkirzinger.
Change 3785878 by Arciel.Rekman
UBT: add VSCode to default generators on Linux.
Change 3786058 by Arciel.Rekman
Do not add dependencies on other RHIs for servers (UE-48894).
- Pull request #3944 contributed by pfoote.
#jira UE-48894
Change 3786845 by Arciel.Rekman
Code changes to make gcc support easier (UE-51978).
- Contributed by a licensee (pull request #4181 by tomwardio "Collection of fixes to allow UE4 to be compiled by GCC on Linux").
Change 3786871 by Matt.Kuhlenschmidt
Fix static analysis
Change 3786883 by Matt.Kuhlenschmidt
Fix HTML5
Change 3786923 by Matt.Kuhlenschmidt
Fix engine layer blend asset referencing game content. This is not allowed
#jira UE-52888
Change 3786927 by Brandon.Schaefer
Linux: Alembic support
#jira: UE-37631
Change 3786994 by Arciel.Rekman
Remove support for /-prefixed switches (UE-47429).
- They collide with absolute file paths on Mac/Linux and a source of inconsistencies between platforms.
#jira UE-47429
Change 3787032 by Michael.Trepka
Initial support for building and running Niagara on Mac
Change 3787035 by Brandon.Schaefer
GitHub #4166 Undef GL entrypoint macros after use
#jira UE-51663
Change 3787144 by Lauren.Ridge
Fixing material parameter group association resetting after undo
#jira UE-52514
Change 3787839 by Jordan.Walker
updated engine level layer blends to not include game content
switched them to use Chris B's new mask selection node
Change 3787967 by Lauren.Ridge
Fix for broken layer groups, related crash
Change 3787991 by Lauren.Ridge
Fixing thumbnails for material function instances, resolving not being able to delete new function instances
#jira UE-52967
Change 3788226 by Michael.Trepka
Fixed a deadlock when closing Mac CrashReportClient which resulted from changes in CL 3777006
#jira UE-53002
Change 3788557 by Brandon.Schaefer
Fix shadow compiler warnings around our includes
Change 3789700 by Lauren.Ridge
Experimental setting for turning on Material Layers - off by default.
Change 3789703 by Jamie.Dale
Harden the LocMeta and LocRes loading to prevent loading files that are too new
Change 3789706 by Jamie.Dale
Added localization ID to the package summary
This will allow the localization gatherer to query it without having to load the entire package
Change 3789708 by Jamie.Dale
Added a way to display and reset the package localization ID via the Content Browser
Change 3789709 by Jamie.Dale
Added warning for duplicate package localization IDs when gathering asset localization
Change 3789713 by Jamie.Dale
Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph
Change 3789736 by Christina.TempelaarL
Fixed recently-introduced StaticMeshEditor bug - changing LOD dropdown menu selection was not changing LOD sections category.
Change 3789853 by Chris.Bunner
Material instances should return overridden values when the caller is requesting the default, not leaving the request to fall through to the base material.
#jira UE-52796
Change 3790185 by Brandon.Schaefer
Add better error handling when using new SDK for linux on windows.
#jira UE-50527
Change 3790195 by Jamie.Dale
Fixed line-ending inconsistency when retrieving rich-text
We were using LINE_TERMINATOR when getting the offsets, but \n when getting the text
Change 3790473 by Chris.Bunner
When finding expression by GUID, only return FunctionCall result if expression was found. Fixes cases where searched-for expression is after a FunctionCall in the expressions list.
#jira UE-52729
Change 3790650 by Arciel.Rekman
UBT: Linux: print build details first before refusing to build.
- Tweak to the previous feature that we forgot.
Change 3790681 by Arciel.Rekman
UBT: Linux: tweaks to wording (SDK -> toolchain).
Change 3791459 by Brandon.Schaefer
Linux: libcurl rebuild for version 7.57
#jira OGS-870
Change 3791533 by Arciel.Rekman
Better error messaging when UMB is unusable (UE-50658).
- Should be replaced by a better fix, but merging this workaround in case the better fix will not be done in time for 4.19.
(Edigrating CL 3789387, 3789787 from Release-4.18 to Dev-Editor)
Change 3791885 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53097
Change 3791910 by Brandon.Schaefer
Fix for not using proper libraries on x86_64 for libcurl
#jira OGS-870
Change 3792017 by Jamie.Dale
Fixed a conflict between the path settings and favorite settings
Change 3792022 by Jamie.Dale
Fixed a crash that could happen when performing ARO on the property chains of a struct
#jira UE-52999
Change 3792025 by Jamie.Dale
Changed package summary localization ID to be versioned by the object version to avoid changing data in unversioned cooked assets
Change 3792066 by Michael.Dupuis
#jira UE-5751: Fixed possible crash when using dynamic matrial instance
Added missing shaders for landscape when using tessellation
Change 3792718 by Arciel.Rekman
OpenGL: bringing back Windows workarounds to unblock copy-up (UE-52534).
#jira UE-52534
Change 3793018 by Mike.Erwin
new glTF importer plugin
Import StaticMesh, Material, and Texture assets from the Khronos glTF 2.0 format. Text (.gltf) and binary (.glb) files are supported.
Limitations:
- There is no options UI. All assets from the file are imported.
- The glTF format can describe animation and whole scenes, but the initial version of this plugin does not attempt either.
- Data encoded as Base64 data URI is not supported. This is uncommon but is part of the glTF spec.
#jira: UE-50695
Change 3793626 by Matt.Kuhlenschmidt
Logging for HTML5 issue
Change 3794034 by Matt.Kuhlenschmidt
Fix CIS
Change 3794271 by Michael.Dupuis
#jira UE-53133: Fxed shadow calculation when using non whole scene shadow
Change 3794273 by Chris.Bunner
Function call material nodes should be created with no outputs by default.
#jira UE-53127, UE-53128, UE-52616
Change 3794334 by Lina.Halper
- Fix animation reinitializing when just setting new animation with single node
- Deprecated GetScalarParameterDefault and replace that with GetScalarParameterDefaultValue
#jira: UE-52796
Change 3794338 by Michael.Dupuis
Fixed lod visual popping when texture mip used for landscape is not ready
Change 3794350 by Mike.Erwin
Fix glTF importer header includes.
Build was failing on Linux.
Change 3794357 by Michael.Dupuis
#jira UE-53166: buildfix: removed phase 2 landscape optim leftover...
Change 3794549 by Michael.Dupuis
#jira UE-53166 : fixed compile error
Change 3794755 by Matt.Kuhlenschmidt
Fix automation warning
Change 3794910 by Lina.Halper
Change material default value to be red to keep the behavior same.
- Previous code was getting default value of parent, which was wrong, but now since we're grabbing correct value, it's not doing what it meant to do. Changed content to keep same value as parent as default.
Change 3795296 by Mike.Erwin
glTF: fix Linux build errors
A variable was being shadowed.
The other errors are due to an obscure corner of the C++ spec which clang enforces.
https://stackoverflow.com/questions/21900237/do-i-really-need-to-implement-user-provided-constructor-for-const-objects
#jira UE-53204
Change 3797313 by Chris.Bunner
Re-built lighting in Rendering/ShaderModels automated test map and updated failing screenshots.
#jira UE-53198
Change 3803962 by Jamie.Dale
Fixed struct instances not comparing against the correct default values when gathering for localization
Change 3804771 by Michael.Dupuis
Back out changelist 3783171
Change 3804772 by Michael.Dupuis
Back out changelist 3783172
Change 3805258 by Michael.Dupuis
Added missing shader cache for landscape
Change 3806105 by Matt.Kuhlenschmidt
Disable harware benchmarking during automation tests, commandlets, and on the build machine
Change 3806438 by Michael.Dupuis
#jira UE-53228: Fixed rendering path of new landscape optim when using GDoInitViewsLightingAfterPrepass(used in Orion)
Change 3806577 by Matt.Kuhlenschmidt
Change plugin uploading to crash reporter to only do so in editor builds
Change 3806588 by Michael.Dupuis
Remove temp test version in landscape version
Change 3806900 by Jamie.Dale
Fixed 'inconsistent DLL linkage' error when using older versions of Python 2.7
#jira UE-53353
Change 3807125 by Jamie.Dale
Fixed UBT warning after Dev-Core merge
Change 3807299 by tim.gautier
QAGame: Checking in test asset M_LandscapeMaterial_Foliage, quicker repro for UE-53442
[CL 3807911 by Matt Kuhlenschmidt in Main branch]
2017-12-14 10:07:13 -05:00
if ( ! AssetCreated . Execute ( ObjectsToSync ) )
{
//Destroy the assets we just create
for ( UObject * ObjectToDelete : ObjectsToSync )
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 4048875)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3808185 by Cody.Albert
Added missing calls to FEditorViewportClient::AddReferencedObjects in overrides
Change 3809824 by Michael.Trepka
Improved the way we generate groups in Xcode project's source code navigator. They are now sorted alphabetically and have correct paths so Xcode no longer displays them in red. Also, added __INTELLISENSE__ to preprocessor definitions for indexing to improve indexing without game header files generated.
Change 3810089 by Jamie.Dale
Fixed PO files failing to import translations containing only whitespace
Change 3811281 by Matt.Kuhlenschmidt
PR #4331: Toggle SIE shortcut only in PIE (Contributed by projectgheist)
Change 3813031 by Matt.Kuhlenschmidt
Fix undocked tabs not dropping at users mouse location
#jira UE-53427
Change 3813361 by Brandon.Schaefer
Print what SDL video driver we are using
Change 3818430 by Matt.Kuhlenschmidt
PR #4365: Incorrect font name and forgotten undef (Contributed by projectgheist)
Change 3818432 by Matt.Kuhlenschmidt
PR #4366: Asset Color Strip updates correct on drag and drop (Contributed by projectgheist)
Change 3818436 by Matt.Kuhlenschmidt
PR #4367: Improved logging (Contributed by projectgheist)
Change 3819886 by Matt.Kuhlenschmidt
Add a way to optionally disable the warning about referenced actors being moved to other levels. Useful for bulk actor moves via script
Change 3819888 by Matt.Kuhlenschmidt
Avoid crashing when a window size becomes too large to render. Instead just ensure and clamp to the maximum allowed size. Avoids crashes where the screen dimensions are saved with super large numbers for unknown reasons
Change 3821773 by Brandon.Schaefer
Fix crash when importing to level
#jira UE-31573
Change 3821892 by Jamie.Dale
Improved the localized asset cooking so that it only cooks L10N variants if their source asset is cooked
#jira UE-53010
Change 3823714 by Christina.TempelaarL
#jira UE-52179 added support for grayscale PSD files
Change 3826805 by Christina.TempelaarL
#jira UE-49636 SceneCaptureComponent2D hidden actor and show only actors disabled in blueprints
#jira UE-53445 SceneCaptureComponent2D hidden actors always disabled in details layout
Change 3828444 by Anthony.Bills
Add LXC container script for building third party libraries.
The intention is that this should become the only way to rebuild the third party libraries that require system dependencies not included in the cross-compile toolchain and also to rebuild the toolchains. Other third party libraries without any system dependencies could be rebuilt via the cross-compile toolchains/UBT.
This script has been tested running on CentOS 7 and Ubuntu 17.10.
Buy default the x86 and x86_64 builds will be built against a CentOS 6 container (and targeting glibc 1.12) and the aarch64 and armhf builds will use an Ubuntu Ubuntu Trusty (14.04) but this is not yet complete.
Change 3828754 by Brandon.Schaefer
Linux: Fix gamepad thumbstick clicks not registering (github #4209 thanks J??rn M??ller)
#jira UE-45722
#review-3828733 Arciel.Rekman
Change 3830414 by Brandon.Schaefer
Remove circular referencing to a parent window. Move to use AddSP vs AddRaw as well to be safe manually remove ourselves from the selection event delegate list due to Linux pending deletion of windows.
Looks like this should fix UE-28322 as well which I've removed the work around placed in for that.
#jira UE-53918
#review @michael.trepka, @matt.kuhlenschmidt, @arciel.rekman
Change 3830916 by Brandon.Schaefer
More verbose message about missing VK extensions (from Marcin Undak)
#review-3830710 marcin.undak, arciel.rekman
Change 3831339 by Brandon.Schaefer
Default to as-needed for debug mode
#jira none
#review-3830658 Arciel.Rekman
Change 3833102 by Jamie.Dale
Re-added warning for duplicate package localization IDs when gathering asset localization
Change 3834600 by Jamie.Dale
Optimized asset registry filter intersection
Change 3838024 by Brandon.Schaefer
Remove tracking of CLion/CMake build files (from github #4346 thanks reapazor!)
#jira UE-53551
#review-3835803 arciel.rekman
Change 3839969 by Michael.Dupuis
#jira UE-52289: When OnRegister is called on the component make sure our PerInstanceRenderData is up to date
Prevent a possible crash if ClearInstanceSelection was called on a component with no PerInstanceRenderData existing
Change 3840049 by Michael.Dupuis
#jira UE-52975: Was always performing the equivalent of an Add, so now we use the Transform during the duplicate
Change 3840071 by Matt.Kuhlenschmidt
- Combine some shader params for slate in order to reduce overhead setting uniform buffers
- Added better stats for slate draw call rendering
- cleaned up huge lambda in Slate rendering main function so we can read the main slate rendering function again
Change 3840291 by Michael.Dupuis
#jira UE-53053: Was having a mismatch between the remove reorder and the actual remove
Change 3840840 by Michael.Dupuis
#jira UE-53944: Make sure the LOD generated is in the valid range to prevent the crash
Change 3842072 by Michael.Dupuis
#jira UE-50299: Include NumSubsection in calculation of component quad factor
Change 3842487 by Christina.TempelaarL
#jira UE-50573 HighResShot has wrong res in immersive mode
Change 3845702 by Matt.Kuhlenschmidt
PR #4381: DefaultASTCQualityBySpeed too high max value. (Contributed by kallehamalainen)
Change 3845706 by Matt.Kuhlenschmidt
PR #4388: Only restore window if minimized (Contributed by projectgheist)
Change 3845993 by Christina.TempelaarL
#jira UE-41558 crash when selecting PostProcessingVolumes in separate levels
Change 3856395 by Brandon.Schaefer
No longer using ALAudio on Linux
#jira UE-53717
Change 3858324 by Michael.Trepka
Preserve command line arguments in Xcode project when regenerating it
Change 3858365 by Michael.Dupuis
#jira UE-52049: There was a case where adding and removing multiple time would lead to reordering the instances and this would cause the regeneration of the random stream for all the reorded instances.
Change 3858492 by Michael.Trepka
Updated dependencies for Mac dSYM files so that only cross-referenced modules have their dSYMs recreated on subsequent builds instead of all modules.
Change 3859470 by Michael.Trepka
CIS fix. Make sure a scheme file exists before trying to read it when generating Xcode project.
Change 3859900 by Joe.Conley
Fix for "Check Out Assets" window not properly receiving focus.
Change 3865218 by Michael.Dupuis
#jira UE-45784: Exposed the possibility to edit LDMaxDrawDistance
Change 3866957 by Michael.Dupuis
#jira UE-42509: Added BodyInstance to ULandscapeSplineSegment and ULandscapeSplineControlPoint
Deprecated bEnabledCollision and migrate data as it's replaced by BodyInstance
Change 3867220 by Cody.Albert
Fixed Project Launcher scrollbar to properly stay anchored at the bottom of the scroll area.
Change 3869117 by Michael.Dupuis
#jira UE-42509:Fixed compile error when not having editor data
Change 3872478 by Arciel.Rekman
Linux: disable PIE if compiler enables it by default.
Change 3874786 by Michael.Dupuis
#jira UE-46925: Remove the guessing functionality when importing a heightmap, and instead propose to the user valid size that can be used for the import through a combo button.
Improved usability of the UI by disabling size field when no file was specified
Change 3875859 by Jamie.Dale
Implemented our own canonization for culture codes
Change 3877604 by Cody.Albert
We now validate actor names passed to SetActorLabel to ensure None isn't passed in, which can corrupt levels
Change 3877777 by Nick.Shin
PhysX build fix - this came from CL: 3809757
#jira UE-54924 Cannot rebuild Apex/PhysX/NvCloth .emscripten missing
Change 3881693 by Alexis.Matte
Fix local path search to not search in memory only
#jira UE-55018
Change 3882512 by Michael.Dupuis
#jira none : Fixed screen size calculation to take aspect ratio into account correctly
Change 3886926 by Arciel.Rekman
Linux: fixed checking clang settings during the cross-build (UE-55132).
#jira UE-55132
Change 3887080 by Anthony.Bills
Updated SDL2 build script.
- Now allows compiling inside a CentOS 6 or Ubuntu 12.04 container with wayland support when using the ContainerBuildThirdParty.sh.
- Added multiple build arch support to the BuildThirdParty script and pass this down to the SDL2 build script.
Change 3887260 by Arciel.Rekman
Linux: fix leaking process handles in the cross-toolchain.
Change 3889072 by Brandon.Schaefer
Fix RPath workaround, to better handle both cases
#jira UE-55150
#review-3888119 @Arciel.Rekman, @Ben.Marsh
Change 3892546 by Alexis.Matte
Remove fbx exporter welded vertices options
#jira UE-51575
Change 3893516 by Michael.Dupuis
Remove static mesh instancing async buffer filling, as with all the changes made, it's no longer necessary, the cost of loading very large buffer is negligable
Rebuild the occlusion tree when using foliage.DensityScale with something other than 1.0
Change 3894365 by Brandon.Schaefer
Pass FileReference over a raw string to the LinkEnvironment
#jira none
#review-3894241 @Ben.Marsh, @Arciel.Rekman
Change 3895251 by Brandon.Schaefer
Use X11 pointer barriers to bound the cursor to a region over warping the pointers. Patch from Cengiz
#jira UE-25615
#jira UE-30714
#review-3894886 @Arciel.Rekman
Change 3897541 by Michael.Dupuis
#jira UE-53787: Added guard if for some reason the material is null we should not try to draw using this material
Change 3904143 by Rex.Hill
#jira UE-55366: Fix crash when overwriting existing level during level save as
#jira UE-42426: Map '_BuiltData' can now be deleted when selected at same time as map
- Map '_BuiltData' package is now garbage collected when switching maps in the editor
Change 3906373 by Brandon.Schaefer
Fix splash image. Use alias format for big/little endian machines.
#jira none
Change 3906711 by Rex.Hill
#jira UE-42426: BuiltData now deleted with maps
Change 3907221 by Cody.Albert
Add support for relative asset source paths in content plugins
Change 3911670 by Alexis.Matte
Fix assetimportdata creation owner
#jira UE-55567
Change 3912382 by Anthony.Bills
Linux: Add binaries for GoogleTest and add to BuildThirdParty script.
Change 3914634 by Cody.Albert
Added missing include that could cause compile errors if IWYU was disabled.
Change 3916227 by Cody.Albert
Fixing some cases where we check #ifdef WITH_EDITOR instead of #if WITH_EDITOR
Change 3917245 by Michael.Dupuis
#jira UE-35097: Fixed crash when creating a new landscape with 2x2 subsection and material containing grass spawning
Change 3918331 by Anthony.Bills
Linux: Bundled Mono - Explicilty pick libc.so.6 as libc.so is a linker script and store the config file directly.
Change 3920191 by Rex.Hill
#jira UE-44197 Fix saving sub-level level causing MapBuildData to be deleted
Improved MapBuildData rename, move, duplicate, copy
Change 3920333 by Matt.Kuhlenschmidt
Render target clear color property now settable in editor
#jira UE-55347
Change 3926094 by Michael.Dupuis
#jira UE-51502: Added some min/max values to foliage and grass settings to prevent overflow/crash
#coderevew jack.porter
Change 3926243 by Michael.Dupuis
#jira UE-54669: cleaned up invalid/duplicate shader and moved some shaders to appropriate list
Change 3926760 by Jamie.Dale
Added support for TTC/OTC fonts
These can be used via a sub-face index on FFontData, which can be set via a new combo in the font editor. You can also see the cached list of sub-faces within a font file from the UFontFace asset.
Change 3927793 by Anthony.Bills
Mono: Remove SharpZipLib and references from bundled Mono.
#review-3887212 @ben.marsh, @michael.trepka
Change 3928029 by Anthony.Bills
Linux: Add support for UnrealVersionSelector.
- Supports using UVS to launch without a project file. This will then launch the selected engine's project wizard.
- Linux UVS uses Slate for the version selection and error log dialogs.
- Mime-types and desktop file support added to DesktopPlatformLinux to allow associating with UVS as per the Windows binary and git builds.
- Icons added for Linux.
#review-3882197 @arciel.rekman, @brandon.schaefer
Change 3931293 by Alexis.Matte
Add generic Levenshtein edit distance to core algo. This algorithm will help suggesting name matching when users have to resolve material name conflict when re-import fbx meshes.
Add also plenty of automation tests for it.
#jira none
Change 3931436 by Arciel.Rekman
Stop RHI thread before shutting down RHI.
- Prevents crashes for some drivers that create TLS objects with destructors; those destructors will get called after the thread exited, but the library will already be unloaded on RHI shutdown.
Change 3934287 by Alexis.Matte
Fix crash when re-importing skeletal mesh. Skinned component render data resource is now release when re-importing.
#jira none
Change 3937585 by Lauren.Ridge
Added labels to the colors stored in the theme bar.
Change 3937738 by Alexis.Matte
Make sure content browser do not show a preview asset created when we cancel an export animation preview
#jira UE-49743
Change 3941345 by Michael.Dupuis
#jira UE-26959: Prevent reusing multiple type the same grass type into the same material grass output node
Change 3941453 by Michael.Dupuis
#jira UE-47492: Added a guard to validate LayerIndex
Change 3942065 by Jamie.Dale
Fixed crash trying to use FSlateApplication when it wasn't available (eg, in a commandlet)
Change 3942573 by Alexis.Matte
Fix static analysis
Change 3942623 by Michael.Dupuis
#jira 0
Cast to ulong as TaskIndex * NumStripes could exceed an int limit and add an assert if the wraparound is negative
Change 3942993 by Matt.Kuhlenschmidt
PR #4547: Verify the return value of FT_New_Memory_Face (Contributed by jorgenpt)
Change 3942998 by Matt.Kuhlenschmidt
PR #4554: Cleanup log printing (Contributed by projectgheist)
Change 3943003 by Matt.Kuhlenschmidt
PR #4534: Prevent Fatal log when alt tabbing during a level save (Contributed by projectgheist)
Change 3943011 by Matt.Kuhlenschmidt
PR #4518: edit (Contributed by pdlogingithub)
Change 3943027 by Matt.Kuhlenschmidt
PR #4524: Notifications always render on the screen with the main viewport (Contributed by projectgheist)
Change 3943074 by Matt.Kuhlenschmidt
PR #4484: Add group actor to folder (Contributed by ggsharkmob)
Change 3943079 by Matt.Kuhlenschmidt
PR #4431: Git Plugin: replace usage of the 2 cli args "--work-tree" and "--git-dir" by "-C" (Contributed by SRombauts)
Change 3943092 by Matt.Kuhlenschmidt
PR #4434: Git plugin: configure the default remote URL 'origin' (Contributed by SRombauts)
Change 3943132 by Matt.Kuhlenschmidt
PR #4247: Add File picker to Git Path setting on GitSourceControl (Contributed by shiena)
Change 3943141 by Matt.Kuhlenschmidt
PR #4303: Fix ULevelExporterT3D so that it works in a commandlet (Contributed by DSDambuster)
Change 3943349 by Jamie.Dale
Cleaned up PR #4547
Made the assert non-fatal to avoid it being able to take down the editor if you load up a bad font.
Fixed some code that was deleted during the merge.
Change 3943976 by Michael.Trepka
Copy of CL 3940687
Fixed long link times when building for Mac in Debug by passing -no_deduplicate flag to the linker, which is what Xcode does in Debug configs.
#jira none
Change 3944882 by Matt.Kuhlenschmidt
Fix a few regressions with scene viewport activation locking can capturing the cursor in editor
#jira UE-56080, UE-56081
Change 3947339 by Michael.Dupuis
#jira UE-55664: Fixed undo/redo buffer handling so we remove from the beginning of the buffer during undo buffer where buffer is at max memory and from the end during redo operation.
Fixed cancel also to re add removed transaction at the end or the start depending if we're doing a redo or undo operation
Fixed the Undo History UI to listen to an event when the undo buffer changed instead of checking every frame, as when the buffer was full, no changes would occur, thus no UI update.
Change 3948179 by Jamie.Dale
Fixed monochromatic font rendering
- All non-8bpp images are now converted to 8bpp images for processing in Slate.
- We convert the gray color of any images not using 256 grays (eg, monochromatic images that use 2 grays).
- Fixed a case where the temporary bitmap wasn't being deleted.
- Fixed a case where the bitmap could be used after it was deleted.
- Added a CVar (Slate.EnableFontAntiAliasing) to control whether you want anti-aliased (256 grayscale) rendering (default), or monochromatic (2 grayscale) rendering.
Change 3949922 by Alexis.Matte
Ensure fbx node name are not empty when loading a fbx file. I use the same naming convention as Maya
#jira UE-56079
Change 3950202 by Rex.Hill
Fix crash during editor asset automation tests.
Now skips showing modal progress window when opening asset editor window. ActiveTopLevelWindow is not set when modal windows are open.
#jira UE-56112
Change 3950484 by Michael.Dupuis
#jira UE-52176: delete the Cluster tree when the builder is no longer needed
Change 3954628 by Michael.Dupuis
Bring back 4.19/4.19.1 Landscape changes
Change 3957037 by Michael.Dupuis
#jira UE-53343: Add foliage instances back when changing component size
Changed the formulation for the Clip/Expand behavior to make it more explicit on what will happen
Added SlowTask stuff to manage big landscape change
Change 3959020 by Rex.Hill
Rename/move file MallocLeakDetection.h
Change 3960325 by Michael.Dupuis
Fixed static analysis
Change 3961416 by Michael.Dupuis
#jira UE-46100: Exposed UseDynamicInstanceBuffer on Foliage type, so user can decide if they want to update them dynamically
#jira UE-55092: Fixed the warning to appear when having resource array as empty but VB as set up
Added data conssitency that when using Dynamic buffer, Keep CPU Access should also be true, even if implicitly it's already the case, now it's explicit
Change 3962372 by Michael.Trepka
Copy of CL 3884121
Fix for SProgressBar rendering incorreclty on Mac
#jira UE-56241
Change 3964931 by Anthony.Bills
Linux: Add cross-compiled binary of UVS Shipping.
Change 3966719 by Matt.Kuhlenschmidt
Fix parameters out of order here
#jira UE-56399
Change 3966724 by Matt.Kuhlenschmidt
PR #4585: Export symbols for the FDragTool (Contributed by Begounet)
Change 3966734 by Matt.Kuhlenschmidt
PR #4596: fix the slider issue of the HighResolutionScreenshot window (Contributed by mamoniem)
Change 3966739 by Matt.Kuhlenschmidt
Removed duplicated code
#jira UE-56369
Change 3966744 by Matt.Kuhlenschmidt
PR #4602: Fixes check for existing extensions when generating "All Extensions". (Contributed by PhilBax)
Change 3966758 by Matt.Kuhlenschmidt
PR #4604: Fixed an issue where the Modules and DebugTools tabs would be unrecognized after startup if docked in the level editor (Contributed by tstaples)
Change 3966780 by Matt.Kuhlenschmidt
Fix crash accessing graph node title widgets when objects have become stale.
#jira UE-56442
Change 3966884 by Alexis.Matte
Fix speedtree uninitialized values
#jira none
Change 3967568 by Alexis.Matte
Do not override the screensize when importing a skeletal mesh, let the value set by the AddLodInfo function
#jira UE-56493
Change 3968333 by Brandon.Schaefer
Fix order of operation
#jira UE-56400
Change 3969070 by Anthony.Bills
Linux: Make sure to set the UE_ENGINE_DIRECTORY
#jira UE-56503
#review-3966609 @arciel.rekman, @brandon.schaefer
Change 3971431 by Michael.Dupuis
#jira UE-56515: Fixed an issue where ForcedLOD > MaxLOD and make sure that LastLOD will at least contain current streamed in LOD.
#jira UE-56517: When using ParallelInitView 1 there was a memory leak related to a reallocate that happen with the TArray of FMemstack
Pass correctly LODDistanceFactor instead of View.LODScale as we do not want StaticMeshScale to affect us.
Change 3971467 by Matt.Kuhlenschmidt
Fixed crash deleting a texture with texture painting on it
#jira UE-56994
Change 3971557 by Matt.Kuhlenschmidt
Fix temporary exporter objects being potentially GC'd and causing crashes during export
#jira UE-56981
Change 3971713 by Cody.Albert
PR #4597: [FPS Template] Small null pointer check fix and cleanup (Contributed by TheCodez)
Change 3971846 by Michael.Dupuis
#jira UE-56517: Properly "round" the count so we have the right amount of memory reserved
#jira UE-56515: Still had a edge case left, so when using forced lod i simply make sure the value is in valid range, and allocate all the required data for this range
Change 3973035 by Nick.Atamas
Line and Spline rendering changes:
* Lines/Splines now use 1 UV channel to anti-alias (this channel can be used for texturing)
* Anti-aliasing filter now adjusted based on resolution
* Modified Line/Spline topology to accomodate new UV requirements
* Disabled vertex snapping for anti-aliased lines/splines; previously vertexes were snapped, but vertex positions did not affect line rendering (behavior effectively unchanged)
* Splines now adaptively subdivided to avoid certain edge-cases
Change 3973345 by Nick.Atamas
- Number tweaks to maintain previously perceived wire thickness in various editors.
Change 3977764 by Rex.Hill
MallocTBB no longer debug fills bytes in development configuration
Change 3978713 by Arciel.Rekman
UVS: Fix stale dependency.
Change 3980520 by Matt.Kuhlenschmidt
Fix typo
#jira UE-57059
Change 3980557 by Matt.Kuhlenschmidt
Fixed negative pie window sizes causing crashes
#jira UE-57100
Change 3980565 by Matt.Kuhlenschmidt
PR #4628: Fixed revert action, now correctly uses CanRevert() condition (Contributed by Kryofenix)
Change 3980568 by Matt.Kuhlenschmidt
PR #4626: UE-57111: Handle CaptureRegion for HighResShot in PIE (Contributed by projectgheist)
Change 3980580 by Matt.Kuhlenschmidt
PR #4567: [Editor UI] Pick Parent Class dialog: set keyboard focus and handle Escape & Enter (Contributed by SRombauts)
Change 3980581 by Matt.Kuhlenschmidt
PR #4565: [Editor UI] Add C++ Class dialog: set keyboard focus and handle Escape & Enter (Contributed by SRombauts)
Change 3981341 by Jamie.Dale
Re-added GIsEditor condition around package namespace access
#jira UE-55816
Change 3981808 by Ryan.Brucks
Added LandscapeProxy functions to push RenderTarget data to Heightmaps and Weightmaps
Change 3983344 by Jack.Porter
#include fixes for CL 3981808
#jira 0
Change 3983391 by Jack.Porter
One for #include fix for CL 3981808
#jira 0
Change 3983562 by Michael.Dupuis
#jira UE-53787: Make sure the material array is valid before trying to generate static mesh batch element
#jira UE-56451: Instead of asserting, simply skip this element as it had invalid custom data anyway, so we can't render it
Change 3983600 by Matt.Kuhlenschmidt
PR #4289: Pragma Once/Include guard cleanup (Contributed by projectgheist)
Change 3983637 by Matt.Kuhlenschmidt
PR #4408: Add a template pregeneration hook (Contributed by mhutch)
Change 3984392 by Michael.Dupuis
#jira UE-56314: Correctly apply LODBias on calculated LOD
Fixed some Landscape popping that could occur when we were forcing a LOD that didn't match the component screen size
Change 3984950 by Rex.Hill
Optimized texture import speed 2-3x depending on number of cpu cores and image size
Change 3985033 by Rex.Hill
File drag and drop is more quick to respond when editor is in background
#jira UE-57192
Change 3986218 by Jack.Porter
Missing template parameter fix for CL 3981808
#jira 0
Change 3986376 by Michael.Dupuis
#jira UE-56453: Do not use the CreateDynamicMaterialInstance as it will change the parenting of the actor used material, instead simply use the function to generate the MID and parent it correctly.
Change 3989391 by Matt.Kuhlenschmidt
Fix constant FName lookup in level editor when checking various states of level editor tabs
Change 3990182 by Rex.Hill
Optimize editor startup time: GetCurrentProjectModules
Change 3990365 by Alexis.Matte
Fix crash with spline mesh when the attach SM get a new imported LOD
#jira UE-57119
Change 3991151 by Rex.Hill
VR Editor module now waits to load images until VR mode activated in editor. Saves 0.4 seconds of editor startup time.
Change 3991164 by Rex.Hill
Optimize editor startup time: FindModulePaths()
- Invalidates cache when search paths added
- Use cache during wildcard searches containing * and ?
Change 3995366 by Anthony.Bills
Update BuildCrossToolchain script to allow a Linux host targeting multiple Linux architectures (including the hosts arch). Added a patch to support a gcc 4.8.5 based toolchain on windows (potentially useful for users crosscompiling using GCC and libstdc++ and targeting CentOS 7).
#review-3848487 @arciel.rekman, @brandon.schaefer
Change 3996109 by Jamie.Dale
Reworked BP error messages to be more localization friendly
#jira UETOOL-1356
Change 3996123 by Michael.Dupuis
#jira UE-57427: Update random color on load of the component
#jira UE-56272:
Change 3996279 by Merritt.Cely
Removed hardware survey from editor
#jira an-2243
#tests launched the editor
Change 3996626 by Alexis.Matte
Fix crash when SkeletalMesh tangent buffer is empty after the build and we serialize the tangent array.
#jira UE-57227
Change 3996663 by Max.Chen
Sequencer: Fix fbx animation export - rotation and scale channels were flipped.
#jira UE-57509
#jira UE-57512
#jira UE-57514
Change 4000331 by Brandon.Schaefer
Add a GFNameTableForDebuggerVisualizers_MT back only for Unix under the Core module
#review-3999426 @Arciel.Rekman
#jira UE-55298
Change 4000450 by Matt.Kuhlenschmidt
Another guard against a factory being destroyed during import
#jira UE-57674
Change 4000459 by Matt.Kuhlenschmidt
Added check for valid game viewport to see if this is the problem in UE-57677
#jira UE-57677
Change 4000493 by Matt.Kuhlenschmidt
Remove stale GC'd components when refreshing paint mode to prevent crashes
#jira UE-52618
Change 4000683 by Jamie.Dale
Fixed target being incorrect when added via the Localization Dashboard
#jira UE-57588
Change 4000738 by Alexis.Matte
Add a section settings to ignore the section when reducing
#jira UE-52580
Change 4000920 by Alexis.Matte
PR #4219: Fix for SColorGradingPicker preventing PIE (Contributed by projectgheist)
author projectgheist projectgheist@gmail.com
Change 4001432 by Alexis.Matte
Add a fbx re-import resolve material windows, user can now help resolving the material in case the importer fail to found a match.
Change 4001447 by Jamie.Dale
Fixed property table not working with multi-line editable text
Change 4001449 by Jamie.Dale
PR #4531: Localization multiline fix (Contributed by Lallapallooza)
Change 4001557 by Alexis.Matte
Fix a check in fbx scene importer, in case the user import a fbx LOD group with no geometry under it
#jira UE-57676
Change 4002539 by Alexis.Matte
Make the fbx importer global transform options persist in the config file
#jira UE-50897
Change 4002562 by Anthony.Bills
Linux: Enable UVS registering for git builds only and remove old Mono and pre-UVS script code.
Change 4003241 by Alexis.Matte
Fix the staticmesh import socket logic, it was duplicating socket when re-importing
#jira UE-53635
Change 4003368 by Michael.Dupuis
#jira UE-57276:
#jira UE-56239:
#jira UE-54547:
Make sure we can't go above MaxLOD even for texture streaming
Change 4003534 by Alexis.Matte
Fix re-import mesh name match
#jira UE-56485
Change 4005069 by Michael.Dupuis
#jira UE-57594: Add a guard to prevent crash if we have an invalid resource for the heightmap texture (happen when component is deleted, for example)
Change 4005468 by Lauren.Ridge
Widgets should not be removed from parent when they are pending GC
#jira UE-52260
Change 4006075 by Michael.Dupuis
Fixed foliage density scaling to be applied even in editor, except in Foliage edit mode.
Change 4006332 by Arciel.Rekman
UBT: Adding support for bundled toolchains on Linux.
- Authored by Anthony Bills, with modifications.
Change 4007528 by Matt.Kuhlenschmidt
PR #4665: Source control History Window: enlarge column Description (Contributed by SRombauts)
Change 4007531 by Matt.Kuhlenschmidt
PR #4656: UE-57200: Ignore reference to actor if same actor (Contributed by projectgheist)
Change 4007548 by Matt.Kuhlenschmidt
PR #4664: Set Password on EditableText (Contributed by projectgheist)
Change 4007730 by Brandon.Schaefer
Add a new way to symbolicate symbols for a crash at runtime
Two new tools are used for this.
1) dump_syms Will generate a symbol file, which is to large to read from at runtime
2) BreakpadSymbolEncoder Takes the dump_syms file and encodes it in such a way we can do
a binary search at runtime to find a Program Counter to a symbol we are looking for
#review @Arciel.Rekman, @Anthony.Bills
#jira UETOOL-1206
Change 4008429 by Lauren.Ridge
Fixing undo bug when deleting user widgets from the widget tree
#jira UE-56394
Change 4008581 by Cody.Albert
Reinitialize needs to set the audio and caption tracks in addition to the video track or the currently selected track will be lost
Change 4009605 by Lauren.Ridge
Added Recently Opened assets filter under Other Filters in the Content Browser
Change 4009797 by Anthony.Bills
Linux: Update MultiArchRoot path to not cache. Move in tree toolchain location to match UBT convention and make sure the MultiArchRoot is checked before the system.
Change 4010266 by Michael.Trepka
Copy of CL 4010052
Moved some key event handling calls to the main thread on Mac to satisfy new macOS requirements
#jira UE-54623
Change 4010838 by Arciel.Rekman
Linux: limit allowed clang versions to 3.8-6.0.
Change 4012160 by Matt.Kuhlenschmidt
Changed the messagiing on the crash reporter dialog to reflect new bug submission process
#jira UE-56475
Change 4013432 by Lauren.Ridge
Fix for non-assets attempting to add to the Content Browser's recent filter
#jira none
Change 4016353 by Cody.Albert
Improved copy/paste behavior for UMG editor:
-Pasting in the designer while a canvas is selected will place the new widget under the cursor
-Pasting multiple times while a canvas panel is selected in the hierarchy view will cascade the widgets starting at 0,0
-Pasting while something that isn't a panel is selected is now allowed, and will cascade the pasted widgets off the position of the selected widget (as siblings)
-Newly pasted widgets will now be selected automatically
-Pasting multiple widgets at once will try and maintain their relative positions if they're being pasted into a canvas panel
Change 4017274 by Matt.Kuhlenschmidt
Added some guards against invalid property handle access
#jira UE-58026
Change 4017295 by Matt.Kuhlenschmidt
Fix trying to apply delta to a mix of scene components and non scene components. Its acceptable to not have scene components in the selected component list
#jira UE-57980
Change 4022021 by Rex.Hill
Fix for audio desync and video fast-forwarding behavior.
There long delay (500ms+) until samples start arriving unless we use RequestedTimeCurrent.
After delay occurs samples begin arriving at accelerated speed until caught up to playback time leading to visual and audio problems.
#jira UE-54592
Change 4023608 by Brandon.Schaefer
Downscale memory if we dont have enough
#jira UE-58073
#review-4023609 @Arciel.Rekman
Change 4025618 by Michael.Dupuis
#jira UE-58036: Apply world position offset correctly
Change 4025661 by Michael.Dupuis
#jira UE-57681: Added guard to prevent possible crash if either we have an invalid material or the material parent is invalid
Change 4025675 by Michael.Dupuis
#jira UE-52919: if no actor was found in the level skip moving the instances
Change 4026336 by Brandon.Schaefer
Manually generate *.sym files for Physx3
This should be done in the BuildPhysx file
Change 4026627 by Rex.Hill
Fix memory leak fix when playing video and main thread blocks
#jira UE-57873
Change 4029635 by Yannick.Lange
Fix VRMode loading assets only when VRMode starts.
#jira UE-57797
Change 4030288 by Jamie.Dale
Null FreeType face on load error to prevent potential crashes
Change 4030782 by Rex.Hill
Fix save BuildData after changing reflection capture in a new level
#jira UE-57949
Change 4033560 by Michael.Dupuis
#jira UE-57710: Added some guard to prevent crash/assert
Change 4034244 by Michael.Trepka
Copy of CL 4034116
Fixed arrow keys handling on Mac
Change 4034708 by Lauren.Ridge
PR #4699: UE-8508: Update config file to keep folder color in sync (Contributed by projectgheist)
#jira UE-58251
Change 4034746 by Lauren.Ridge
PR #4701: Add option to close tabs to the right of the active tab (Contributed by jesseyeh)
#jira UE-58277
Change 4034873 by Lauren.Ridge
Fix for not being able to enter simulate more than once in a row.
#jira UE-58261
Change 4034922 by Lauren.Ridge
PR #4387: Commands mapped in incorrect location (Contributed by projectgheist)
#jira UE-53752
Change 4035484 by Lauren.Ridge
Tentative fix for crash on pasting comment. All other accesses to UMaterialExpressionComment check its validity first
#jira UE-57979
Change 4037111 by Brandon.Schaefer
Try to use absolute path from dladdr if we can to find the sym files
#jira UE-57858
#review-4013964 @Arciel.Rekman
Change 4037366 by Brandon.Schaefer
Dont check the command line before its inited
#review-4037183 @Arciel.Rekman
#jira UE-57947
Change 4037418 by Alexis.Matte
Remove the checkSlow when adding polygon
Change 4037745 by Brandon.Schaefer
Use as much info as we can during ensure
Just as fast as the old way but with more information
#review-4037495 @Arciel.Rekman
#jira UE-47770
Change 4037816 by Rex.Hill
Import mesh optimization, BuildVertexBuffer
Change 4037957 by Arciel.Rekman
UBT: make it easier to try XGE on Linux.
Change 4038401 by Lauren.Ridge
Reordering is now correctly handled by undo. Reordering and then undoing will no longer cause a "ghost" widget to also be part of the tree.
#jira UE-58206
Change 4039612 by Anthony.Bills
Unix: Check for null StdOut and ReturnCode parameters, otherwise the code may dereference a null variable when the process fails to create.
Change 4039754 by Alexis.Matte
Remove the Render meshdescription, no need to carry this temporary data in the staticmesh
Change 4039806 by Anthony.Bills
Linux: UVS fixes
- Update to use new Unix base platform.
- Use bin/bash instead of usr/bin/bash (may need revisiting later).
- Recompile Shipping version with changes.
- Update Setup.sh to run from correct CWD (due to current limitations in the relative directory handling).
Change 4039883 by Lauren.Ridge
PR #4576: Save editor config to file first time a fav folder is added in the co. (Contributed by projectgheist)
#jira UE-56249
Change 4040117 by Lauren.Ridge
Replacing widgets should now also clear out references to the widget
#jira UE-57045
Change 4040790 by Lauren.Ridge
Tentative fix for Project Launcher crash when platform info not found
#jira UE-58371
Change 4042136 by Arciel.Rekman
UBT: refactor of LinuxToolChain to make it leaner and more configurable.
- Made it possible to override SDK passed to the toolchain.
- Simplified the code by using the same executable names on Windows and Linux (as .exe is optional), except where File.Exists() is needed (also remove a few)
- Some minor renames to make it clear that SystemSDK means system compiler (which otherwise may be unclear)
- Made changes to accomodate the new debug format.
Change 4042930 by Brandon.Schaefer
GCoreObjectArrayForDebugVisualizers was changed to FChunkedFixedUObjectArray reflect that in the Unix part
Change 4043539 by Brandon.Schaefer
Fix callsite address being used at times for the Program Counter
Fix only reporting the actual callstack and not the crash handling callstacks
#review-4041370 @Arciel.Rekman
#jira UE-58477
Change 4043674 by Arciel.Rekman
Added Linux ARM64 (AArch64) lib for MikkTSpace.
- Now required for standalone games due to EditableMesh runtime plugin.
Change 4043677 by Arciel.Rekman
Linux: updated ARM64 (AArch64) version of SDL2.
Change 4043690 by Arciel.Rekman
Linux: allow compiling VulkanRHI for AArch64 (ARM64).
Change 4045467 by Brandon.Schaefer
Add Anthony Bills SetupToolchain.sh script
Used to download the latest toolchain
Change 4045940 by Michael.Trepka
Return empty list instead of null from Mac GetDebugInfoExtensions() in UBT
#jira UE-58470
Change 4046542 by Alexis.Matte
Fix skeletal re-import material assignation
#jira UE-58551
Change 4048262 by Brandon.Schaefer
Rebuild SDL with pulse audio libs
#jira UE-58577
Change 3887093 by Anthony.Bills
Add bundled mono binary for Linux.
- Unify some of the script structure across Mac and Linux.
- This currently uses the same mono C# assemblies as Mac to keep the additional source size down.
- If the Mac mono version is updated, the Linux version will also need to be updated to match the same mono git revision.
- The system version of mono can still be used by setting the UE_USE_SYSTEM_MONO env var to 1.
Change 4003226 by Michael.Dupuis
Refactored StaticMeshInstancing to now use a command buffer to communicate with the GPU to prevent concurent access issues. It's mostly used in Editor or if runtime changes occur, otherwise the data is built and send to the GPU directly without keeping CPU copy.
Changed how the density scaling was applied to be more optimal
Removed UseDynamicInstanceBuffer as the concept is now irrelevant
Change 3833097 by Jamie.Dale
Localization Pipeline Optimization
Manifest/Archives:
Added FLocKey to keep an immutable string and its hash. This is used in several places within manifests and archives to minimize string hashing. FLocTextHelper also now take these in its API.
This also fixes some places where manifests were being iterated by key rather than source string (as this was causing redundant work).
Portable Object:
Cleaned up a lot of redundant code, changed things to use FLocKey, and simplified a lot of string manipulation to use algorithms instead (which proved to be faster).
Asset Gathering:
Optimized the way garbage collection runs while gathering from assets so that we avoid purging assets that we still need to gather from (or are still active dependencies). This also sorts the assets so that we can try and evict dependencies from memory as soon as possible (in much the same way that the cooker does).
Automation:
The gather commandlet can now take multiple configs to process. This is used by automation to avoid starting the editor several times (which can save a significant amount of start-up overhead).
[CL 4052378 by Lauren Ridge in Main branch]
2018-05-04 14:14:10 -04:00
// Notify the asset registry
FAssetRegistryModule : : AssetDeleted ( ObjectToDelete ) ;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3807299)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3528776 by Yannick.Lange
Allow thumbnails to be captured from a viewport always.
#jira UE-45392
Change 3564359 by Yannick.Lange
Back out part of changelist 3528776: Revert allowing thumbnails to be captured from a viewport to fix UE-47827 & UE-47785.
#jira UE-47785, UE-47827
Change 3740671 by Matt.Kuhlenschmidt
Make the font editor canvas respect dpi scale
Change 3740810 by Josh.Engebretson
PR #4138: Log GenerateProjectFiles to file when using UVS (Contributed by projectgheist)
#jira UE-51358
Change 3740939 by Cody.Albert
Fixing some #ifdefs that should be #ifs
Change 3741089 by Alexis.Matte
Make sure bImportBoneTracks is set to true when importing into level
#jira UE-51999
Change 3741101 by Alexis.Matte
Fix the import material search
#jira UE-51857
Change 3741690 by Jamie.Dale
Guard against an invalid index in SLocalizationCommandletExecutor::Tick
#jira UE-52067
Change 3741710 by Jamie.Dale
Made a static variable also const
Change 3741724 by Michael.Dupuis
Added missing shader cache
Change 3742037 by Lauren.Ridge
Details panels can now "own" a color picker so a different details panel refreshing doesn't close it. Also fixed refreshing state of the graph after changing texture or color parameter values
Change 3742250 by Matt.Kuhlenschmidt
PR #4185: Output Log Filter tooltip shows %s instead of category. (Contributed by LordNed)
Change 3742308 by Lauren.Ridge
Adding axis input to the material editor's viewport client
Change 3742380 by Matt.Kuhlenschmidt
USD importer improvements
- USD now stores source file information for reimports
- Fixed bug where no geometry would be imported if an exporter had set a time code even without animated data
- Prevent a crash if a mesh doesnt have enough valid data to be imported
Change 3742536 by Matt.Kuhlenschmidt
Remove usd wrapper test project
Change 3743564 by Alexis.Matte
Fix skeletal mesh screen size auto set value when importing a LOD
#test none
#jira UE-52100
Change 3743582 by Lauren.Ridge
Fixing non-desktop compiles
Change 3743598 by Lauren.Ridge
Fixing shadowed variable by renaming the global color picker weak ptr variable.
Change 3743636 by Lauren.Ridge
Creating a new parameter immediately allows naming
Change 3743855 by Michael.Dupuis
Added missing shader from cache
Change 3744277 by Lauren.Ridge
Don't show empty Global group if it only contained the material layer param.
Change 3744330 by Lauren.Ridge
Clarifying "no parameter" text
Change 3744529 by Lauren.Ridge
Making Save to Child and Save To Sibling buttons work for material layer params, show on material layer param panel
Change 3744668 by Chris.Bunner
Added shared layer input collection asset, a list of float/texture redirectors that allow setting globally in a material graph then retrieving within layer/blend graphs.
Added output for number of unique shaders generated by a particular material instance.
Show instruction counts when working on a material layer.
Relaxed restrictions on material layers, base MA input is now optional.
#jira UETOOL-1271, UETOOL-1278, UETOOL-1279
Change 3744669 by Chris.Bunner
Added automated test for material layers, layer/blend instances and shared inputs.
Change 3744754 by Laz.Matech
Adding localization data to QAGame for the Realtime Preview localization test.
#jira none
Change 3744860 by Michael.Dupuis
#jira UE-52049 : Do not update random stream in most case, only when adding new instances, or filling from built data
Change 3744965 by Chris.Bunner
Rebuilt lighting in automated test map and updated reflection capture screenshot.
Change 3746015 by Michael.Dupuis
#jira UE-52090: Added missing shader for forward rendering
Change 3746038 by Michael.Dupuis
#jira UE-51494: Make sure index is valid for this instance as instances from template and instance could mismatch due to in level changes
Change 3746076 by Michael.Dupuis
Removed unused code
Change 3746998 by Tim.Gautier
QAGame: - Renamed UMG_RealtimePreview > UMG_InEditorPreview
- Moved UMG_InEditorPreview into UMG > Localization, setting up for future Localization tests
Change 3747206 by Arciel.Rekman
Linux: make UI scale more coarse to prevent unnecessary scaling (UE-52086).
- Monitors whose physical dimensions fall in range of 80-110 DPI should still have scale=1.0.
(Edigrating CL 3740942 from Release-4.18 to Dev-Editor)
Change 3747211 by Arciel.Rekman
Make failure to launch SCW more apparent to the user (UE-47263).
- Fixes frequent crash on Linux.
(Merging 3747070 from Release-4.18 to Dev-Editor)
Change 3747726 by Tim.Gautier
QAGame: Resubmitting updated Loc files
Change 3747872 by Tim.Gautier
QAGame: Resubmitting compiled Loc assets
Change 3748118 by Lauren.Ridge
Adding help text to the material layers preview tab
Change 3748398 by Lauren.Ridge
Fixing tooltips for the material layer read-only preview
Change 3748565 by Arciel.Rekman
Linux: fix RHIs settings being wrong when removed via project properties (UE-51203).
- This was a deeper issue with config system than just Linux RHIs.
- This is a better fix than one submitted to 4.18 branch in CL 3747086.
Change 3749441 by Matt.Kuhlenschmidt
PR #4201: Fix a typo in a comment. (Contributed by dneelyep)
Change 3749442 by Matt.Kuhlenschmidt
PR #4195: Incorrect specifier used for FText::Format (Contributed by projectgheist)
Change 3749496 by Matt.Kuhlenschmidt
Fix static analysis
Change 3749805 by Lauren.Ridge
Fixing reset to default on MaterialLayerParam in base material
Change 3749838 by Lauren.Ridge
Also correctly resetting names and layer states
Change 3750442 by Mieszko.Zielinski
Added a safety check which addresses the crash #UE4
Note that this is a temp fix. A proper fix is making sure ConvexShapeIndices doesn't contain any duplicates and will be inplemented in Dev-Framework.
#jira UE-52123
Change 3752266 by Arciel.Rekman
OpenGL: remove PLATFORM_WINDOWS exceptions.
- Discrepancy in behavior between Windows and Linux OpenGL is unhelpful for bug reproducibility.
- VAB bug should have been fixed long ago (on both platforms).
Change 3752929 by Arciel.Rekman
Linux: avoid crashing on unknown drivers.
- See https://answers.unrealengine.com/questions/724100/crashes-on-startup-after-first-run.html
- Checks in IsDeviceIntel() and such fail if the drivers were not detected.
Change 3753254 by Michael.Dupuis
Added missing shader for shader cache
Change 3753426 by Michael.Dupuis
#jira UE-5751: Added the possibility to change material instance exposed params at runtime using a MID for texture, vector and scalar for 1 component or all components
Change 3753440 by Alexis.Matte
Fix fbx scene importer morph target import crash
#jira UE-52255
Change 3753457 by Michael.Dupuis
build fix
Change 3753700 by Chris.Bunner
Make GetSharedInput preview fallback always available in editor as this should handle previews, thumbnails and other editor-only cases.
Refactor to remove duplicate code in material translator.
Material layer expressions are required for client load, fixes cooked builds using layer instances in the base material layer stack.
Change 3754760 by Chris.Bunner
Tidying up EngineTest/ShaderModels map.
Change 3754765 by Arciel.Rekman
Avoid placing tooltip windows under the cursor (UE-12288).
- Fixes inability to use some corners of the screen on Linux (the tooltips there aren't click-through).
Change 3754788 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3754933 by Christina.TempelaarL
Fixed typo in heightLerp (transistion->transition).
#jira UE-46736
Change 3754946 by Cody.Albert
Update loading movie code to properly calculate delta time when throttled at 60fps
Change 3755059 by Jamie.Dale
Fixed game preview language not updating in realtime while PIE was enabled
#jira UE-52209
Change 3755130 by Jamie.Dale
Fixed game preview language not updating from native when switching between preview languages
#jira UE-52348
Change 3755664 by Michael.Dupuis
Fixed compile warning
Change 3755714 by Yannick.Lange
Always allow capturing thumbnails from viewport.
This also hides the thumbnail editing UI when a thumbnail was captured from a viewport.
Change 3755944 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3756109 by Christina.TempelaarL
fixed FBX importer Import Textures tooltip, UMaterial -> Material in tooltip text
#jira UE-48389
Change 3756169 by Jamie.Dale
Added plural form pattern to SContentBrowser::GetPathText
Change 3756493 by Laz.Matech
Updating Localization content to further test InEditor Preview Language in UMG
#jira none
Change 3758336 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758947 by Jamie.Dale
Fixed cursor position regression in search boxes
This was caused by a call to SetText that was added in CL# 3627864
This caused the text to update as it was changed, which made the cursor jump to the end of the text and made it impossible to type in the middle of a search term.
This was done as a bound FText value had been passed to the InitalText of SSearchBox, which made the text resolution behave strangely. InitalText should always be a value, and SSearchBox now resolves any bindings during its constructor.
#jira UE-48874
Change 3759000 by Laz.Matech
Submitting the .PO file for CL 3756493
#jira none
Change 3759480 by Matt.Kuhlenschmidt
Safe guard against brush details crash
#jira UE-52278
Change 3759665 by Matt.Kuhlenschmidt
PR #4214: UE-52249: Use valid PreviewShadowsIndicatorMaterialName (Contributed by projectgheist)
Change 3761211 by Matt.Kuhlenschmidt
Remove the restriction that a level must be writable to be locked/unlocked.
Fixed duplicate icons being used by the level browser
Change 3761304 by Chris.Bunner
MaterialAttributeLayers graph node BaseMA input is no longer required.
Note: Requires "Use Preview Value" set to true on inputs.
Change 3761307 by Chris.Bunner
New material layers and blends will have "Use Preview Value" set to true by default to avoid the need for connected inputs - Missed file on previous commit.
Change 3761357 by Chris.Bunner
Renamed material shared input enum.
Change 3761419 by Chris.Bunner
Updating material layers automated test assets after recent changes.
Reverted some naming changes so existing screenshot tests can be reused.
Change 3762058 by tim.gautier
QAGame: Adding Material Layer assets for testing (Content/Materials/LayerFunction)
Change 3763328 by Matt.Kuhlenschmidt
Fix Slate warning at editor startup
Change 3763354 by Alexis.Matte
Fix skeletal mesh material assign when reducing a LOD that was import from a file using simplygon reduction
#jira UE-52505
Change 3763501 by Matt.Kuhlenschmidt
Prevent shared asset thumbnail pools from having their resources forcefully released when they are in use. ReleaseResources is now private and only called on destruction of the pool
Change 3763574 by Matt.Kuhlenschmidt
Fix slate material box brushes not being keyed off image size
#jira UE-40219
Change 3763678 by Jamie.Dale
Disable realtime level editor viewport if running under remote desktop
This makes the main editor window much more responsive by default under remote desktop
Change 3763679 by Jamie.Dale
Added asset caching metrics for the loc gather
Change 3763693 by Matt.Kuhlenschmidt
Changed the code that activates the actor details tab when selection changes to a flash. There are simply too many things that change the selection and steal focus away from a tab being used
#jira UE-51754
Change 3763826 by Michael.Dupuis
Fixed Fortnite cooking crash
Change 3763864 by Harrison.Moore
Adding New Default 'LayerBlend' assets
Change 3764028 by Christina.TempelaarL
#jira UE-47695 Auto LOD bug
Moved the sections dropdown to the LOD Picker category and modified Custom cb behavior, based on suggestions from charlie.
Change 3764031 by Christina.TempelaarL
#jira UE-47695 Auto LOD in StaticMeshViewer
moved LOD combo widget to LOD picker category and hide custom checkboxes until custom checked.
Change 3764076 by tim.gautier
QAGame: Submitting UMG_Multitouch_test for initial Multitouch testing
Change 3764263 by Matt.Kuhlenschmidt
Fix the floor mesh thumbnail
Change 3764284 by Chris.Bunner
Removing some asserts for cases that can validly fail and are already handled.
Change 3764372 by Matt.Kuhlenschmidt
PR #4196: Show edit icons in editor (Contributed by projectgheist)
Change 3764388 by Chris.Bunner
Fixing logic for material, function and instance updating active materials and instances and their editors.
Change 3764674 by Harrison.Moore
test materials added, Blend updates
Change 3764681 by Harrison.Moore
Adding HMtest map
Change 3766238 by Chris.Bunner
Material layer callers need to let their internal material function calls update their inputs/outputs.
Change 3766556 by Jamie.Dale
Fixed crashes that could happen if some of the data table panels were closed
We now always create the underlying widgets, even if they're currently hidden from view
#jira UE-52552
Change 3767753 by Chris.Bunner
When rebuilding a material function instance editor we must re-create and re-apply the proxies as the expressions have likely changed. Take care to maintain local parameter changes as these have not been saved yet.
Change 3768719 by Michael.Dupuis
#jira UE-52521: Prevent possible crash if a segment have no point or invalid point
Change 3769157 by Jamie.Dale
Fixed incorrect text selection if selecting via double click beyond the bounds of the line
It would previously select the second to last word, rather than the last word
#jira UE-51609
Change 3769159 by Harrison.Moore
Belica Test update, New layer blends updated with texture type fix.
Change 3769205 by Jamie.Dale
Fixed Windows file save dialog not appending the correct extension when there were multiple options available
#jira UE-52180
Change 3769220 by Harrison.Moore
Layer blend tweaks
Change 3769292 by Jamie.Dale
Removing redundant code
Applying the correct package ID, only to then strip it off again is rather pointless
Change 3769479 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows.
Change 3769920 by Arciel.Rekman
Linux: convert yet another initialization crash to a user-friendly message (UE-52457).
#jira UE-52457
Change 3771055 by Alexis.Matte
Make sure we set the Used by morph target material flag to material use by the morphtarget instead of all skinned mesh component
Use the morph vertex factory only for section that has active morph target
#jira UE-51483
Change 3771135 by Michael.Dupuis
Fixed fortnite cooking
Change 3773054 by Yannick.Lange
Avoid loading viewport interaction assets when starting the editor.
Change 3774184 by Arciel.Rekman
Linux: disabled some gdb visualizers until the issue is fixed.
- CL 3773942 by CengizT.
Change 3774303 by Matt.Kuhlenschmidt
Pull requests to fix various typos
Change 3774305 by Matt.Kuhlenschmidt
PR #4237: Visual Studio Repeatedly Opens (UE-51608) (Contributed by LordNed)
#jira UE-51608
Change 3774701 by Arciel.Rekman
OpenGL: fix ARB callback errors when hitting Build Lighting.
- Merged from 4.18 shelf.
Change 3775812 by Matt.Kuhlenschmidt
Fix One-off crash undo-ing while working with Material Params / Material Functions
#jira UE-52680
Change 3775849 by Matt.Kuhlenschmidt
More info for UE-52610
Change 3775850 by Matt.Kuhlenschmidt
Guard against mesh paint crashes
#jira UE-52618
Change 3775904 by Matt.Kuhlenschmidt
Added logging to track down window shutdown issues
Change 3775913 by Matt.Kuhlenschmidt
Pull requests for typos
#jira UE-52751, UE-52748
Change 3776676 by Jamie.Dale
Fixed being able to insert tabs into spin boxes with units
#jira UE-52776
Change 3777006 by Michael.Trepka
Process Mac windowDidBecomeMain and windowDidResignMain notifications immediately instead of deferring them. This solves issues with Slate code that closes and immediately opens new menu windows. Previously closing a window would schedule menu parent's activation event that could be processed after another menu's creation, making it immediately disappear.
#jira UE-52145
Change 3777170 by Arciel.Rekman
Linux: use Xft.dpi (most desktop environments expose their scale through that) as a DPI value (UE-52086, UE-52766).
- Change by Brandon.Schaefer.
- Limitation: no per-monitor DPI.
(Edigrating CL 3776509 //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777292 by Arciel.Rekman
Linux: fix symbol collision causing problems with AMD drivers (UE-51843).
- We cannot have elf_end() hidden, because libcuda.so calls elf_end from libnvidia-fatbinaryloader.so and this breaks linking monolithic binaries ("hidden symbol referenced in DSO").
- We cannot have elf_end() visible, because of a name collision with a different libelf used by AMD drivers.
- The only possible workaround is to have elf_end() renamed.
(Edigrating CL 3777242 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777686 by Joe.Conley
Blueprint editor variable type tooltips: fix case mismatch that was preventing type name to be displayed properly in soft object/class reference tooltips.
Change 3778180 by Jamie.Dale
Avoid a crash if a regex pattern or matcher outlive ICU during shutdown
#jira UE-52770
Change 3778182 by Jamie.Dale
Avoid a crash if a break iterator outlives ICU during shutdown
Change 3778368 by Jamie.Dale
Added missing pragma once
Change 3778560 by Matt.Kuhlenschmidt
Prevent non-shared DDC notification from triggering for epic internal builds
Change 3778709 by Lauren.Ridge
Copying 4.18.2 array reordering propagating to children fix (originally 3778547)
Change 3779205 by Lauren.Ridge
Duplicating 3776649 to fix a crash on compile due to partial GC of a widget.
#jira UE-52260
Change 3779217 by Brandon.Schaefer
GitHub #3678 Fix Setup.sh handling of special characters in PNG path
#jira UE-46103
Change 3779341 by Brandon.Schaefer
GitHub #3012 Use elemtry OS versions to set the ubuntu versions for depencies
#jira UE-39364
Change 3780274 by Joe.Conley
DataTables: Add documentation tooltips showing type information to header columns
Change 3780840 by Alexis.Matte
Do a re-import when user re-import LOD 0
Prevent importing more then MAX_SKELETAL_MESH_LODS
#jira UE-52373
Change 3781067 by Arciel.Rekman
Linux: fix OSSSteam cross-compilation (and CIS).
- Broken by previous change that put compile-time arguments into response file and bulk-replaced \ with /, which affected things like Definitions.Add("STEAM_SDK_VER_PATH=TEXT(\"Steam" + SteamVersion + "\")");
Change 3781110 by Christina.TempelaarL
#jira UE-47695 moved Static Mesh Editor LOD menu from tools to viewport tool bar
Change 3781531 by Christina.TempelaarL
#jira UE-47695 added LOD menu to Static Mesh Editor viewport
Change 3781663 by Alexis.Matte
Fix for cancel export fbx when previewing animation sequence export
#jira UE-49743
Change 3782007 by Jamie.Dale
Improved the ability to lockdown available game languages
In addition to the previous "DisabledCultures" array, you can now add an array of "EnabledCultures" (using the same per-build config filters) to explicitly list the cultures that are allowed to be used in your build (if the list is empty, then everything is allowed unless otherwise disabled).
This also stops the game from attempting to fallback to the native language if the native language has been disabled (we will fallback to the first available language instead).
Change 3782122 by Jordan.Walker
test assets for material layers
Change 3782131 by Joe.Graf
Added support for IOS and TVOS targets when generating CMake files on Mac
Change 3782218 by Christina.TempelaarL
fixing include paths and capitalization causing build errors.
Change 3783171 by Michael.Dupuis
Added the possibility to override default LOD rules for visible primitive and whole scene shadow casting primitive
Added the possibility to store Custom data per view for the frame duration
Change 3783172 by Michael.Dupuis
#jira UE-35097 : Refactored landscape rendering logic to improve general performance while using new custom data and custom lod feature
Exposed many new settings to control component using sub sections rendering, tessellated component, shadow should be include into tessellation, tessellation falloff based on camera location
Changed how LOD distribution is done to be in screen size instead of distance.
Give the possibility to have a different distribution for LOD0 vs the other one.
Change 3783174 by Michael.Dupuis
missing file to landscape refactor
Change 3783315 by Lauren.Ridge
Changing a parameter in the Material Parameter Panel now dirties the material correctly.
Changing a layer parameter in the Material Instance Editor now refreshes the details panel as well.
Change 3783374 by Chris.Bunner
Adding MaterialSharedInputCollection to hidden list when MaterialLayers disabled.
Change 3783617 by Chris.Bunner
Added a Channel Mask material expression parameter. Wraps up a vector parameter and dot product with a single channel selection interface, internally a regular vector parameter.
Fixed GetSharedInput failing to return the preview texture in the Function Instance editor.
Change 3783676 by Lauren.Ridge
Adding access to a material function instance's parent in the Material Instance Editor
Change 3783751 by Michael.Trepka
PR #4248: Fixed C++ std in generated Xcode project to match rest of engine (C++14) (Contributed by Bo98)
Change 3783971 by Brandon.Schaefer
Rename/Move all deploy/Deploy folder/files into AlembicDeploy. Due to case sensitivity on linux, need to maintain the correct case.
#jira UE-37631
Change 3783992 by Michael.Dupuis
#jira UE-35097: Remove tessellation on editor tools
Fixed a case where tessellation multiplier at 0 would cause the component to not be visible
Fixed minor tessellation falloff calculation error
Change 3784502 by Chris.Bunner
Restored missing bool setter.
Coding standards fix.
Change 3784614 by Arciel.Rekman
Linux: better error message when running out of inotify watches (UE-50459).
#jira UE-50459
Change 3784620 by Chris.Bunner
Updated LayerBlend_TextureMask to use new ChannelMask parameter.
Change 3784725 by Lauren.Ridge
Fixing groups not sorting correctly
Change 3785645 by Chris.Bunner
Non-editor compile fix.
Change 3785666 by Arciel.Rekman
Linux: restore ability to use Wayland instead of X11.
- SDL libs recompiled and Wayland version is set to lower one to be compatible with the compositor shipped on Ubuntu 16.04 LTS
- Change by Anthony.Bills.
Change 3785708 by Arciel.Rekman
Linux: implement voice capture using SDL (non-server only) (UE-51298).
- Based on pull request #4131 by mkirzinger.
Change 3785878 by Arciel.Rekman
UBT: add VSCode to default generators on Linux.
Change 3786058 by Arciel.Rekman
Do not add dependencies on other RHIs for servers (UE-48894).
- Pull request #3944 contributed by pfoote.
#jira UE-48894
Change 3786845 by Arciel.Rekman
Code changes to make gcc support easier (UE-51978).
- Contributed by a licensee (pull request #4181 by tomwardio "Collection of fixes to allow UE4 to be compiled by GCC on Linux").
Change 3786871 by Matt.Kuhlenschmidt
Fix static analysis
Change 3786883 by Matt.Kuhlenschmidt
Fix HTML5
Change 3786923 by Matt.Kuhlenschmidt
Fix engine layer blend asset referencing game content. This is not allowed
#jira UE-52888
Change 3786927 by Brandon.Schaefer
Linux: Alembic support
#jira: UE-37631
Change 3786994 by Arciel.Rekman
Remove support for /-prefixed switches (UE-47429).
- They collide with absolute file paths on Mac/Linux and a source of inconsistencies between platforms.
#jira UE-47429
Change 3787032 by Michael.Trepka
Initial support for building and running Niagara on Mac
Change 3787035 by Brandon.Schaefer
GitHub #4166 Undef GL entrypoint macros after use
#jira UE-51663
Change 3787144 by Lauren.Ridge
Fixing material parameter group association resetting after undo
#jira UE-52514
Change 3787839 by Jordan.Walker
updated engine level layer blends to not include game content
switched them to use Chris B's new mask selection node
Change 3787967 by Lauren.Ridge
Fix for broken layer groups, related crash
Change 3787991 by Lauren.Ridge
Fixing thumbnails for material function instances, resolving not being able to delete new function instances
#jira UE-52967
Change 3788226 by Michael.Trepka
Fixed a deadlock when closing Mac CrashReportClient which resulted from changes in CL 3777006
#jira UE-53002
Change 3788557 by Brandon.Schaefer
Fix shadow compiler warnings around our includes
Change 3789700 by Lauren.Ridge
Experimental setting for turning on Material Layers - off by default.
Change 3789703 by Jamie.Dale
Harden the LocMeta and LocRes loading to prevent loading files that are too new
Change 3789706 by Jamie.Dale
Added localization ID to the package summary
This will allow the localization gatherer to query it without having to load the entire package
Change 3789708 by Jamie.Dale
Added a way to display and reset the package localization ID via the Content Browser
Change 3789709 by Jamie.Dale
Added warning for duplicate package localization IDs when gathering asset localization
Change 3789713 by Jamie.Dale
Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph
Change 3789736 by Christina.TempelaarL
Fixed recently-introduced StaticMeshEditor bug - changing LOD dropdown menu selection was not changing LOD sections category.
Change 3789853 by Chris.Bunner
Material instances should return overridden values when the caller is requesting the default, not leaving the request to fall through to the base material.
#jira UE-52796
Change 3790185 by Brandon.Schaefer
Add better error handling when using new SDK for linux on windows.
#jira UE-50527
Change 3790195 by Jamie.Dale
Fixed line-ending inconsistency when retrieving rich-text
We were using LINE_TERMINATOR when getting the offsets, but \n when getting the text
Change 3790473 by Chris.Bunner
When finding expression by GUID, only return FunctionCall result if expression was found. Fixes cases where searched-for expression is after a FunctionCall in the expressions list.
#jira UE-52729
Change 3790650 by Arciel.Rekman
UBT: Linux: print build details first before refusing to build.
- Tweak to the previous feature that we forgot.
Change 3790681 by Arciel.Rekman
UBT: Linux: tweaks to wording (SDK -> toolchain).
Change 3791459 by Brandon.Schaefer
Linux: libcurl rebuild for version 7.57
#jira OGS-870
Change 3791533 by Arciel.Rekman
Better error messaging when UMB is unusable (UE-50658).
- Should be replaced by a better fix, but merging this workaround in case the better fix will not be done in time for 4.19.
(Edigrating CL 3789387, 3789787 from Release-4.18 to Dev-Editor)
Change 3791885 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53097
Change 3791910 by Brandon.Schaefer
Fix for not using proper libraries on x86_64 for libcurl
#jira OGS-870
Change 3792017 by Jamie.Dale
Fixed a conflict between the path settings and favorite settings
Change 3792022 by Jamie.Dale
Fixed a crash that could happen when performing ARO on the property chains of a struct
#jira UE-52999
Change 3792025 by Jamie.Dale
Changed package summary localization ID to be versioned by the object version to avoid changing data in unversioned cooked assets
Change 3792066 by Michael.Dupuis
#jira UE-5751: Fixed possible crash when using dynamic matrial instance
Added missing shaders for landscape when using tessellation
Change 3792718 by Arciel.Rekman
OpenGL: bringing back Windows workarounds to unblock copy-up (UE-52534).
#jira UE-52534
Change 3793018 by Mike.Erwin
new glTF importer plugin
Import StaticMesh, Material, and Texture assets from the Khronos glTF 2.0 format. Text (.gltf) and binary (.glb) files are supported.
Limitations:
- There is no options UI. All assets from the file are imported.
- The glTF format can describe animation and whole scenes, but the initial version of this plugin does not attempt either.
- Data encoded as Base64 data URI is not supported. This is uncommon but is part of the glTF spec.
#jira: UE-50695
Change 3793626 by Matt.Kuhlenschmidt
Logging for HTML5 issue
Change 3794034 by Matt.Kuhlenschmidt
Fix CIS
Change 3794271 by Michael.Dupuis
#jira UE-53133: Fxed shadow calculation when using non whole scene shadow
Change 3794273 by Chris.Bunner
Function call material nodes should be created with no outputs by default.
#jira UE-53127, UE-53128, UE-52616
Change 3794334 by Lina.Halper
- Fix animation reinitializing when just setting new animation with single node
- Deprecated GetScalarParameterDefault and replace that with GetScalarParameterDefaultValue
#jira: UE-52796
Change 3794338 by Michael.Dupuis
Fixed lod visual popping when texture mip used for landscape is not ready
Change 3794350 by Mike.Erwin
Fix glTF importer header includes.
Build was failing on Linux.
Change 3794357 by Michael.Dupuis
#jira UE-53166: buildfix: removed phase 2 landscape optim leftover...
Change 3794549 by Michael.Dupuis
#jira UE-53166 : fixed compile error
Change 3794755 by Matt.Kuhlenschmidt
Fix automation warning
Change 3794910 by Lina.Halper
Change material default value to be red to keep the behavior same.
- Previous code was getting default value of parent, which was wrong, but now since we're grabbing correct value, it's not doing what it meant to do. Changed content to keep same value as parent as default.
Change 3795296 by Mike.Erwin
glTF: fix Linux build errors
A variable was being shadowed.
The other errors are due to an obscure corner of the C++ spec which clang enforces.
https://stackoverflow.com/questions/21900237/do-i-really-need-to-implement-user-provided-constructor-for-const-objects
#jira UE-53204
Change 3797313 by Chris.Bunner
Re-built lighting in Rendering/ShaderModels automated test map and updated failing screenshots.
#jira UE-53198
Change 3803962 by Jamie.Dale
Fixed struct instances not comparing against the correct default values when gathering for localization
Change 3804771 by Michael.Dupuis
Back out changelist 3783171
Change 3804772 by Michael.Dupuis
Back out changelist 3783172
Change 3805258 by Michael.Dupuis
Added missing shader cache for landscape
Change 3806105 by Matt.Kuhlenschmidt
Disable harware benchmarking during automation tests, commandlets, and on the build machine
Change 3806438 by Michael.Dupuis
#jira UE-53228: Fixed rendering path of new landscape optim when using GDoInitViewsLightingAfterPrepass(used in Orion)
Change 3806577 by Matt.Kuhlenschmidt
Change plugin uploading to crash reporter to only do so in editor builds
Change 3806588 by Michael.Dupuis
Remove temp test version in landscape version
Change 3806900 by Jamie.Dale
Fixed 'inconsistent DLL linkage' error when using older versions of Python 2.7
#jira UE-53353
Change 3807125 by Jamie.Dale
Fixed UBT warning after Dev-Core merge
Change 3807299 by tim.gautier
QAGame: Checking in test asset M_LandscapeMaterial_Foliage, quicker repro for UE-53442
[CL 3807911 by Matt Kuhlenschmidt in Main branch]
2017-12-14 10:07:13 -05:00
ObjectToDelete - > ClearFlags ( RF_Standalone | RF_Public ) ;
ObjectToDelete - > RemoveFromRoot ( ) ;
2021-11-18 14:37:34 -05:00
ObjectToDelete - > MarkAsGarbage ( ) ;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3807299)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3528776 by Yannick.Lange
Allow thumbnails to be captured from a viewport always.
#jira UE-45392
Change 3564359 by Yannick.Lange
Back out part of changelist 3528776: Revert allowing thumbnails to be captured from a viewport to fix UE-47827 & UE-47785.
#jira UE-47785, UE-47827
Change 3740671 by Matt.Kuhlenschmidt
Make the font editor canvas respect dpi scale
Change 3740810 by Josh.Engebretson
PR #4138: Log GenerateProjectFiles to file when using UVS (Contributed by projectgheist)
#jira UE-51358
Change 3740939 by Cody.Albert
Fixing some #ifdefs that should be #ifs
Change 3741089 by Alexis.Matte
Make sure bImportBoneTracks is set to true when importing into level
#jira UE-51999
Change 3741101 by Alexis.Matte
Fix the import material search
#jira UE-51857
Change 3741690 by Jamie.Dale
Guard against an invalid index in SLocalizationCommandletExecutor::Tick
#jira UE-52067
Change 3741710 by Jamie.Dale
Made a static variable also const
Change 3741724 by Michael.Dupuis
Added missing shader cache
Change 3742037 by Lauren.Ridge
Details panels can now "own" a color picker so a different details panel refreshing doesn't close it. Also fixed refreshing state of the graph after changing texture or color parameter values
Change 3742250 by Matt.Kuhlenschmidt
PR #4185: Output Log Filter tooltip shows %s instead of category. (Contributed by LordNed)
Change 3742308 by Lauren.Ridge
Adding axis input to the material editor's viewport client
Change 3742380 by Matt.Kuhlenschmidt
USD importer improvements
- USD now stores source file information for reimports
- Fixed bug where no geometry would be imported if an exporter had set a time code even without animated data
- Prevent a crash if a mesh doesnt have enough valid data to be imported
Change 3742536 by Matt.Kuhlenschmidt
Remove usd wrapper test project
Change 3743564 by Alexis.Matte
Fix skeletal mesh screen size auto set value when importing a LOD
#test none
#jira UE-52100
Change 3743582 by Lauren.Ridge
Fixing non-desktop compiles
Change 3743598 by Lauren.Ridge
Fixing shadowed variable by renaming the global color picker weak ptr variable.
Change 3743636 by Lauren.Ridge
Creating a new parameter immediately allows naming
Change 3743855 by Michael.Dupuis
Added missing shader from cache
Change 3744277 by Lauren.Ridge
Don't show empty Global group if it only contained the material layer param.
Change 3744330 by Lauren.Ridge
Clarifying "no parameter" text
Change 3744529 by Lauren.Ridge
Making Save to Child and Save To Sibling buttons work for material layer params, show on material layer param panel
Change 3744668 by Chris.Bunner
Added shared layer input collection asset, a list of float/texture redirectors that allow setting globally in a material graph then retrieving within layer/blend graphs.
Added output for number of unique shaders generated by a particular material instance.
Show instruction counts when working on a material layer.
Relaxed restrictions on material layers, base MA input is now optional.
#jira UETOOL-1271, UETOOL-1278, UETOOL-1279
Change 3744669 by Chris.Bunner
Added automated test for material layers, layer/blend instances and shared inputs.
Change 3744754 by Laz.Matech
Adding localization data to QAGame for the Realtime Preview localization test.
#jira none
Change 3744860 by Michael.Dupuis
#jira UE-52049 : Do not update random stream in most case, only when adding new instances, or filling from built data
Change 3744965 by Chris.Bunner
Rebuilt lighting in automated test map and updated reflection capture screenshot.
Change 3746015 by Michael.Dupuis
#jira UE-52090: Added missing shader for forward rendering
Change 3746038 by Michael.Dupuis
#jira UE-51494: Make sure index is valid for this instance as instances from template and instance could mismatch due to in level changes
Change 3746076 by Michael.Dupuis
Removed unused code
Change 3746998 by Tim.Gautier
QAGame: - Renamed UMG_RealtimePreview > UMG_InEditorPreview
- Moved UMG_InEditorPreview into UMG > Localization, setting up for future Localization tests
Change 3747206 by Arciel.Rekman
Linux: make UI scale more coarse to prevent unnecessary scaling (UE-52086).
- Monitors whose physical dimensions fall in range of 80-110 DPI should still have scale=1.0.
(Edigrating CL 3740942 from Release-4.18 to Dev-Editor)
Change 3747211 by Arciel.Rekman
Make failure to launch SCW more apparent to the user (UE-47263).
- Fixes frequent crash on Linux.
(Merging 3747070 from Release-4.18 to Dev-Editor)
Change 3747726 by Tim.Gautier
QAGame: Resubmitting updated Loc files
Change 3747872 by Tim.Gautier
QAGame: Resubmitting compiled Loc assets
Change 3748118 by Lauren.Ridge
Adding help text to the material layers preview tab
Change 3748398 by Lauren.Ridge
Fixing tooltips for the material layer read-only preview
Change 3748565 by Arciel.Rekman
Linux: fix RHIs settings being wrong when removed via project properties (UE-51203).
- This was a deeper issue with config system than just Linux RHIs.
- This is a better fix than one submitted to 4.18 branch in CL 3747086.
Change 3749441 by Matt.Kuhlenschmidt
PR #4201: Fix a typo in a comment. (Contributed by dneelyep)
Change 3749442 by Matt.Kuhlenschmidt
PR #4195: Incorrect specifier used for FText::Format (Contributed by projectgheist)
Change 3749496 by Matt.Kuhlenschmidt
Fix static analysis
Change 3749805 by Lauren.Ridge
Fixing reset to default on MaterialLayerParam in base material
Change 3749838 by Lauren.Ridge
Also correctly resetting names and layer states
Change 3750442 by Mieszko.Zielinski
Added a safety check which addresses the crash #UE4
Note that this is a temp fix. A proper fix is making sure ConvexShapeIndices doesn't contain any duplicates and will be inplemented in Dev-Framework.
#jira UE-52123
Change 3752266 by Arciel.Rekman
OpenGL: remove PLATFORM_WINDOWS exceptions.
- Discrepancy in behavior between Windows and Linux OpenGL is unhelpful for bug reproducibility.
- VAB bug should have been fixed long ago (on both platforms).
Change 3752929 by Arciel.Rekman
Linux: avoid crashing on unknown drivers.
- See https://answers.unrealengine.com/questions/724100/crashes-on-startup-after-first-run.html
- Checks in IsDeviceIntel() and such fail if the drivers were not detected.
Change 3753254 by Michael.Dupuis
Added missing shader for shader cache
Change 3753426 by Michael.Dupuis
#jira UE-5751: Added the possibility to change material instance exposed params at runtime using a MID for texture, vector and scalar for 1 component or all components
Change 3753440 by Alexis.Matte
Fix fbx scene importer morph target import crash
#jira UE-52255
Change 3753457 by Michael.Dupuis
build fix
Change 3753700 by Chris.Bunner
Make GetSharedInput preview fallback always available in editor as this should handle previews, thumbnails and other editor-only cases.
Refactor to remove duplicate code in material translator.
Material layer expressions are required for client load, fixes cooked builds using layer instances in the base material layer stack.
Change 3754760 by Chris.Bunner
Tidying up EngineTest/ShaderModels map.
Change 3754765 by Arciel.Rekman
Avoid placing tooltip windows under the cursor (UE-12288).
- Fixes inability to use some corners of the screen on Linux (the tooltips there aren't click-through).
Change 3754788 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3754933 by Christina.TempelaarL
Fixed typo in heightLerp (transistion->transition).
#jira UE-46736
Change 3754946 by Cody.Albert
Update loading movie code to properly calculate delta time when throttled at 60fps
Change 3755059 by Jamie.Dale
Fixed game preview language not updating in realtime while PIE was enabled
#jira UE-52209
Change 3755130 by Jamie.Dale
Fixed game preview language not updating from native when switching between preview languages
#jira UE-52348
Change 3755664 by Michael.Dupuis
Fixed compile warning
Change 3755714 by Yannick.Lange
Always allow capturing thumbnails from viewport.
This also hides the thumbnail editing UI when a thumbnail was captured from a viewport.
Change 3755944 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3756109 by Christina.TempelaarL
fixed FBX importer Import Textures tooltip, UMaterial -> Material in tooltip text
#jira UE-48389
Change 3756169 by Jamie.Dale
Added plural form pattern to SContentBrowser::GetPathText
Change 3756493 by Laz.Matech
Updating Localization content to further test InEditor Preview Language in UMG
#jira none
Change 3758336 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758947 by Jamie.Dale
Fixed cursor position regression in search boxes
This was caused by a call to SetText that was added in CL# 3627864
This caused the text to update as it was changed, which made the cursor jump to the end of the text and made it impossible to type in the middle of a search term.
This was done as a bound FText value had been passed to the InitalText of SSearchBox, which made the text resolution behave strangely. InitalText should always be a value, and SSearchBox now resolves any bindings during its constructor.
#jira UE-48874
Change 3759000 by Laz.Matech
Submitting the .PO file for CL 3756493
#jira none
Change 3759480 by Matt.Kuhlenschmidt
Safe guard against brush details crash
#jira UE-52278
Change 3759665 by Matt.Kuhlenschmidt
PR #4214: UE-52249: Use valid PreviewShadowsIndicatorMaterialName (Contributed by projectgheist)
Change 3761211 by Matt.Kuhlenschmidt
Remove the restriction that a level must be writable to be locked/unlocked.
Fixed duplicate icons being used by the level browser
Change 3761304 by Chris.Bunner
MaterialAttributeLayers graph node BaseMA input is no longer required.
Note: Requires "Use Preview Value" set to true on inputs.
Change 3761307 by Chris.Bunner
New material layers and blends will have "Use Preview Value" set to true by default to avoid the need for connected inputs - Missed file on previous commit.
Change 3761357 by Chris.Bunner
Renamed material shared input enum.
Change 3761419 by Chris.Bunner
Updating material layers automated test assets after recent changes.
Reverted some naming changes so existing screenshot tests can be reused.
Change 3762058 by tim.gautier
QAGame: Adding Material Layer assets for testing (Content/Materials/LayerFunction)
Change 3763328 by Matt.Kuhlenschmidt
Fix Slate warning at editor startup
Change 3763354 by Alexis.Matte
Fix skeletal mesh material assign when reducing a LOD that was import from a file using simplygon reduction
#jira UE-52505
Change 3763501 by Matt.Kuhlenschmidt
Prevent shared asset thumbnail pools from having their resources forcefully released when they are in use. ReleaseResources is now private and only called on destruction of the pool
Change 3763574 by Matt.Kuhlenschmidt
Fix slate material box brushes not being keyed off image size
#jira UE-40219
Change 3763678 by Jamie.Dale
Disable realtime level editor viewport if running under remote desktop
This makes the main editor window much more responsive by default under remote desktop
Change 3763679 by Jamie.Dale
Added asset caching metrics for the loc gather
Change 3763693 by Matt.Kuhlenschmidt
Changed the code that activates the actor details tab when selection changes to a flash. There are simply too many things that change the selection and steal focus away from a tab being used
#jira UE-51754
Change 3763826 by Michael.Dupuis
Fixed Fortnite cooking crash
Change 3763864 by Harrison.Moore
Adding New Default 'LayerBlend' assets
Change 3764028 by Christina.TempelaarL
#jira UE-47695 Auto LOD bug
Moved the sections dropdown to the LOD Picker category and modified Custom cb behavior, based on suggestions from charlie.
Change 3764031 by Christina.TempelaarL
#jira UE-47695 Auto LOD in StaticMeshViewer
moved LOD combo widget to LOD picker category and hide custom checkboxes until custom checked.
Change 3764076 by tim.gautier
QAGame: Submitting UMG_Multitouch_test for initial Multitouch testing
Change 3764263 by Matt.Kuhlenschmidt
Fix the floor mesh thumbnail
Change 3764284 by Chris.Bunner
Removing some asserts for cases that can validly fail and are already handled.
Change 3764372 by Matt.Kuhlenschmidt
PR #4196: Show edit icons in editor (Contributed by projectgheist)
Change 3764388 by Chris.Bunner
Fixing logic for material, function and instance updating active materials and instances and their editors.
Change 3764674 by Harrison.Moore
test materials added, Blend updates
Change 3764681 by Harrison.Moore
Adding HMtest map
Change 3766238 by Chris.Bunner
Material layer callers need to let their internal material function calls update their inputs/outputs.
Change 3766556 by Jamie.Dale
Fixed crashes that could happen if some of the data table panels were closed
We now always create the underlying widgets, even if they're currently hidden from view
#jira UE-52552
Change 3767753 by Chris.Bunner
When rebuilding a material function instance editor we must re-create and re-apply the proxies as the expressions have likely changed. Take care to maintain local parameter changes as these have not been saved yet.
Change 3768719 by Michael.Dupuis
#jira UE-52521: Prevent possible crash if a segment have no point or invalid point
Change 3769157 by Jamie.Dale
Fixed incorrect text selection if selecting via double click beyond the bounds of the line
It would previously select the second to last word, rather than the last word
#jira UE-51609
Change 3769159 by Harrison.Moore
Belica Test update, New layer blends updated with texture type fix.
Change 3769205 by Jamie.Dale
Fixed Windows file save dialog not appending the correct extension when there were multiple options available
#jira UE-52180
Change 3769220 by Harrison.Moore
Layer blend tweaks
Change 3769292 by Jamie.Dale
Removing redundant code
Applying the correct package ID, only to then strip it off again is rather pointless
Change 3769479 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows.
Change 3769920 by Arciel.Rekman
Linux: convert yet another initialization crash to a user-friendly message (UE-52457).
#jira UE-52457
Change 3771055 by Alexis.Matte
Make sure we set the Used by morph target material flag to material use by the morphtarget instead of all skinned mesh component
Use the morph vertex factory only for section that has active morph target
#jira UE-51483
Change 3771135 by Michael.Dupuis
Fixed fortnite cooking
Change 3773054 by Yannick.Lange
Avoid loading viewport interaction assets when starting the editor.
Change 3774184 by Arciel.Rekman
Linux: disabled some gdb visualizers until the issue is fixed.
- CL 3773942 by CengizT.
Change 3774303 by Matt.Kuhlenschmidt
Pull requests to fix various typos
Change 3774305 by Matt.Kuhlenschmidt
PR #4237: Visual Studio Repeatedly Opens (UE-51608) (Contributed by LordNed)
#jira UE-51608
Change 3774701 by Arciel.Rekman
OpenGL: fix ARB callback errors when hitting Build Lighting.
- Merged from 4.18 shelf.
Change 3775812 by Matt.Kuhlenschmidt
Fix One-off crash undo-ing while working with Material Params / Material Functions
#jira UE-52680
Change 3775849 by Matt.Kuhlenschmidt
More info for UE-52610
Change 3775850 by Matt.Kuhlenschmidt
Guard against mesh paint crashes
#jira UE-52618
Change 3775904 by Matt.Kuhlenschmidt
Added logging to track down window shutdown issues
Change 3775913 by Matt.Kuhlenschmidt
Pull requests for typos
#jira UE-52751, UE-52748
Change 3776676 by Jamie.Dale
Fixed being able to insert tabs into spin boxes with units
#jira UE-52776
Change 3777006 by Michael.Trepka
Process Mac windowDidBecomeMain and windowDidResignMain notifications immediately instead of deferring them. This solves issues with Slate code that closes and immediately opens new menu windows. Previously closing a window would schedule menu parent's activation event that could be processed after another menu's creation, making it immediately disappear.
#jira UE-52145
Change 3777170 by Arciel.Rekman
Linux: use Xft.dpi (most desktop environments expose their scale through that) as a DPI value (UE-52086, UE-52766).
- Change by Brandon.Schaefer.
- Limitation: no per-monitor DPI.
(Edigrating CL 3776509 //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777292 by Arciel.Rekman
Linux: fix symbol collision causing problems with AMD drivers (UE-51843).
- We cannot have elf_end() hidden, because libcuda.so calls elf_end from libnvidia-fatbinaryloader.so and this breaks linking monolithic binaries ("hidden symbol referenced in DSO").
- We cannot have elf_end() visible, because of a name collision with a different libelf used by AMD drivers.
- The only possible workaround is to have elf_end() renamed.
(Edigrating CL 3777242 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777686 by Joe.Conley
Blueprint editor variable type tooltips: fix case mismatch that was preventing type name to be displayed properly in soft object/class reference tooltips.
Change 3778180 by Jamie.Dale
Avoid a crash if a regex pattern or matcher outlive ICU during shutdown
#jira UE-52770
Change 3778182 by Jamie.Dale
Avoid a crash if a break iterator outlives ICU during shutdown
Change 3778368 by Jamie.Dale
Added missing pragma once
Change 3778560 by Matt.Kuhlenschmidt
Prevent non-shared DDC notification from triggering for epic internal builds
Change 3778709 by Lauren.Ridge
Copying 4.18.2 array reordering propagating to children fix (originally 3778547)
Change 3779205 by Lauren.Ridge
Duplicating 3776649 to fix a crash on compile due to partial GC of a widget.
#jira UE-52260
Change 3779217 by Brandon.Schaefer
GitHub #3678 Fix Setup.sh handling of special characters in PNG path
#jira UE-46103
Change 3779341 by Brandon.Schaefer
GitHub #3012 Use elemtry OS versions to set the ubuntu versions for depencies
#jira UE-39364
Change 3780274 by Joe.Conley
DataTables: Add documentation tooltips showing type information to header columns
Change 3780840 by Alexis.Matte
Do a re-import when user re-import LOD 0
Prevent importing more then MAX_SKELETAL_MESH_LODS
#jira UE-52373
Change 3781067 by Arciel.Rekman
Linux: fix OSSSteam cross-compilation (and CIS).
- Broken by previous change that put compile-time arguments into response file and bulk-replaced \ with /, which affected things like Definitions.Add("STEAM_SDK_VER_PATH=TEXT(\"Steam" + SteamVersion + "\")");
Change 3781110 by Christina.TempelaarL
#jira UE-47695 moved Static Mesh Editor LOD menu from tools to viewport tool bar
Change 3781531 by Christina.TempelaarL
#jira UE-47695 added LOD menu to Static Mesh Editor viewport
Change 3781663 by Alexis.Matte
Fix for cancel export fbx when previewing animation sequence export
#jira UE-49743
Change 3782007 by Jamie.Dale
Improved the ability to lockdown available game languages
In addition to the previous "DisabledCultures" array, you can now add an array of "EnabledCultures" (using the same per-build config filters) to explicitly list the cultures that are allowed to be used in your build (if the list is empty, then everything is allowed unless otherwise disabled).
This also stops the game from attempting to fallback to the native language if the native language has been disabled (we will fallback to the first available language instead).
Change 3782122 by Jordan.Walker
test assets for material layers
Change 3782131 by Joe.Graf
Added support for IOS and TVOS targets when generating CMake files on Mac
Change 3782218 by Christina.TempelaarL
fixing include paths and capitalization causing build errors.
Change 3783171 by Michael.Dupuis
Added the possibility to override default LOD rules for visible primitive and whole scene shadow casting primitive
Added the possibility to store Custom data per view for the frame duration
Change 3783172 by Michael.Dupuis
#jira UE-35097 : Refactored landscape rendering logic to improve general performance while using new custom data and custom lod feature
Exposed many new settings to control component using sub sections rendering, tessellated component, shadow should be include into tessellation, tessellation falloff based on camera location
Changed how LOD distribution is done to be in screen size instead of distance.
Give the possibility to have a different distribution for LOD0 vs the other one.
Change 3783174 by Michael.Dupuis
missing file to landscape refactor
Change 3783315 by Lauren.Ridge
Changing a parameter in the Material Parameter Panel now dirties the material correctly.
Changing a layer parameter in the Material Instance Editor now refreshes the details panel as well.
Change 3783374 by Chris.Bunner
Adding MaterialSharedInputCollection to hidden list when MaterialLayers disabled.
Change 3783617 by Chris.Bunner
Added a Channel Mask material expression parameter. Wraps up a vector parameter and dot product with a single channel selection interface, internally a regular vector parameter.
Fixed GetSharedInput failing to return the preview texture in the Function Instance editor.
Change 3783676 by Lauren.Ridge
Adding access to a material function instance's parent in the Material Instance Editor
Change 3783751 by Michael.Trepka
PR #4248: Fixed C++ std in generated Xcode project to match rest of engine (C++14) (Contributed by Bo98)
Change 3783971 by Brandon.Schaefer
Rename/Move all deploy/Deploy folder/files into AlembicDeploy. Due to case sensitivity on linux, need to maintain the correct case.
#jira UE-37631
Change 3783992 by Michael.Dupuis
#jira UE-35097: Remove tessellation on editor tools
Fixed a case where tessellation multiplier at 0 would cause the component to not be visible
Fixed minor tessellation falloff calculation error
Change 3784502 by Chris.Bunner
Restored missing bool setter.
Coding standards fix.
Change 3784614 by Arciel.Rekman
Linux: better error message when running out of inotify watches (UE-50459).
#jira UE-50459
Change 3784620 by Chris.Bunner
Updated LayerBlend_TextureMask to use new ChannelMask parameter.
Change 3784725 by Lauren.Ridge
Fixing groups not sorting correctly
Change 3785645 by Chris.Bunner
Non-editor compile fix.
Change 3785666 by Arciel.Rekman
Linux: restore ability to use Wayland instead of X11.
- SDL libs recompiled and Wayland version is set to lower one to be compatible with the compositor shipped on Ubuntu 16.04 LTS
- Change by Anthony.Bills.
Change 3785708 by Arciel.Rekman
Linux: implement voice capture using SDL (non-server only) (UE-51298).
- Based on pull request #4131 by mkirzinger.
Change 3785878 by Arciel.Rekman
UBT: add VSCode to default generators on Linux.
Change 3786058 by Arciel.Rekman
Do not add dependencies on other RHIs for servers (UE-48894).
- Pull request #3944 contributed by pfoote.
#jira UE-48894
Change 3786845 by Arciel.Rekman
Code changes to make gcc support easier (UE-51978).
- Contributed by a licensee (pull request #4181 by tomwardio "Collection of fixes to allow UE4 to be compiled by GCC on Linux").
Change 3786871 by Matt.Kuhlenschmidt
Fix static analysis
Change 3786883 by Matt.Kuhlenschmidt
Fix HTML5
Change 3786923 by Matt.Kuhlenschmidt
Fix engine layer blend asset referencing game content. This is not allowed
#jira UE-52888
Change 3786927 by Brandon.Schaefer
Linux: Alembic support
#jira: UE-37631
Change 3786994 by Arciel.Rekman
Remove support for /-prefixed switches (UE-47429).
- They collide with absolute file paths on Mac/Linux and a source of inconsistencies between platforms.
#jira UE-47429
Change 3787032 by Michael.Trepka
Initial support for building and running Niagara on Mac
Change 3787035 by Brandon.Schaefer
GitHub #4166 Undef GL entrypoint macros after use
#jira UE-51663
Change 3787144 by Lauren.Ridge
Fixing material parameter group association resetting after undo
#jira UE-52514
Change 3787839 by Jordan.Walker
updated engine level layer blends to not include game content
switched them to use Chris B's new mask selection node
Change 3787967 by Lauren.Ridge
Fix for broken layer groups, related crash
Change 3787991 by Lauren.Ridge
Fixing thumbnails for material function instances, resolving not being able to delete new function instances
#jira UE-52967
Change 3788226 by Michael.Trepka
Fixed a deadlock when closing Mac CrashReportClient which resulted from changes in CL 3777006
#jira UE-53002
Change 3788557 by Brandon.Schaefer
Fix shadow compiler warnings around our includes
Change 3789700 by Lauren.Ridge
Experimental setting for turning on Material Layers - off by default.
Change 3789703 by Jamie.Dale
Harden the LocMeta and LocRes loading to prevent loading files that are too new
Change 3789706 by Jamie.Dale
Added localization ID to the package summary
This will allow the localization gatherer to query it without having to load the entire package
Change 3789708 by Jamie.Dale
Added a way to display and reset the package localization ID via the Content Browser
Change 3789709 by Jamie.Dale
Added warning for duplicate package localization IDs when gathering asset localization
Change 3789713 by Jamie.Dale
Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph
Change 3789736 by Christina.TempelaarL
Fixed recently-introduced StaticMeshEditor bug - changing LOD dropdown menu selection was not changing LOD sections category.
Change 3789853 by Chris.Bunner
Material instances should return overridden values when the caller is requesting the default, not leaving the request to fall through to the base material.
#jira UE-52796
Change 3790185 by Brandon.Schaefer
Add better error handling when using new SDK for linux on windows.
#jira UE-50527
Change 3790195 by Jamie.Dale
Fixed line-ending inconsistency when retrieving rich-text
We were using LINE_TERMINATOR when getting the offsets, but \n when getting the text
Change 3790473 by Chris.Bunner
When finding expression by GUID, only return FunctionCall result if expression was found. Fixes cases where searched-for expression is after a FunctionCall in the expressions list.
#jira UE-52729
Change 3790650 by Arciel.Rekman
UBT: Linux: print build details first before refusing to build.
- Tweak to the previous feature that we forgot.
Change 3790681 by Arciel.Rekman
UBT: Linux: tweaks to wording (SDK -> toolchain).
Change 3791459 by Brandon.Schaefer
Linux: libcurl rebuild for version 7.57
#jira OGS-870
Change 3791533 by Arciel.Rekman
Better error messaging when UMB is unusable (UE-50658).
- Should be replaced by a better fix, but merging this workaround in case the better fix will not be done in time for 4.19.
(Edigrating CL 3789387, 3789787 from Release-4.18 to Dev-Editor)
Change 3791885 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53097
Change 3791910 by Brandon.Schaefer
Fix for not using proper libraries on x86_64 for libcurl
#jira OGS-870
Change 3792017 by Jamie.Dale
Fixed a conflict between the path settings and favorite settings
Change 3792022 by Jamie.Dale
Fixed a crash that could happen when performing ARO on the property chains of a struct
#jira UE-52999
Change 3792025 by Jamie.Dale
Changed package summary localization ID to be versioned by the object version to avoid changing data in unversioned cooked assets
Change 3792066 by Michael.Dupuis
#jira UE-5751: Fixed possible crash when using dynamic matrial instance
Added missing shaders for landscape when using tessellation
Change 3792718 by Arciel.Rekman
OpenGL: bringing back Windows workarounds to unblock copy-up (UE-52534).
#jira UE-52534
Change 3793018 by Mike.Erwin
new glTF importer plugin
Import StaticMesh, Material, and Texture assets from the Khronos glTF 2.0 format. Text (.gltf) and binary (.glb) files are supported.
Limitations:
- There is no options UI. All assets from the file are imported.
- The glTF format can describe animation and whole scenes, but the initial version of this plugin does not attempt either.
- Data encoded as Base64 data URI is not supported. This is uncommon but is part of the glTF spec.
#jira: UE-50695
Change 3793626 by Matt.Kuhlenschmidt
Logging for HTML5 issue
Change 3794034 by Matt.Kuhlenschmidt
Fix CIS
Change 3794271 by Michael.Dupuis
#jira UE-53133: Fxed shadow calculation when using non whole scene shadow
Change 3794273 by Chris.Bunner
Function call material nodes should be created with no outputs by default.
#jira UE-53127, UE-53128, UE-52616
Change 3794334 by Lina.Halper
- Fix animation reinitializing when just setting new animation with single node
- Deprecated GetScalarParameterDefault and replace that with GetScalarParameterDefaultValue
#jira: UE-52796
Change 3794338 by Michael.Dupuis
Fixed lod visual popping when texture mip used for landscape is not ready
Change 3794350 by Mike.Erwin
Fix glTF importer header includes.
Build was failing on Linux.
Change 3794357 by Michael.Dupuis
#jira UE-53166: buildfix: removed phase 2 landscape optim leftover...
Change 3794549 by Michael.Dupuis
#jira UE-53166 : fixed compile error
Change 3794755 by Matt.Kuhlenschmidt
Fix automation warning
Change 3794910 by Lina.Halper
Change material default value to be red to keep the behavior same.
- Previous code was getting default value of parent, which was wrong, but now since we're grabbing correct value, it's not doing what it meant to do. Changed content to keep same value as parent as default.
Change 3795296 by Mike.Erwin
glTF: fix Linux build errors
A variable was being shadowed.
The other errors are due to an obscure corner of the C++ spec which clang enforces.
https://stackoverflow.com/questions/21900237/do-i-really-need-to-implement-user-provided-constructor-for-const-objects
#jira UE-53204
Change 3797313 by Chris.Bunner
Re-built lighting in Rendering/ShaderModels automated test map and updated failing screenshots.
#jira UE-53198
Change 3803962 by Jamie.Dale
Fixed struct instances not comparing against the correct default values when gathering for localization
Change 3804771 by Michael.Dupuis
Back out changelist 3783171
Change 3804772 by Michael.Dupuis
Back out changelist 3783172
Change 3805258 by Michael.Dupuis
Added missing shader cache for landscape
Change 3806105 by Matt.Kuhlenschmidt
Disable harware benchmarking during automation tests, commandlets, and on the build machine
Change 3806438 by Michael.Dupuis
#jira UE-53228: Fixed rendering path of new landscape optim when using GDoInitViewsLightingAfterPrepass(used in Orion)
Change 3806577 by Matt.Kuhlenschmidt
Change plugin uploading to crash reporter to only do so in editor builds
Change 3806588 by Michael.Dupuis
Remove temp test version in landscape version
Change 3806900 by Jamie.Dale
Fixed 'inconsistent DLL linkage' error when using older versions of Python 2.7
#jira UE-53353
Change 3807125 by Jamie.Dale
Fixed UBT warning after Dev-Core merge
Change 3807299 by tim.gautier
QAGame: Checking in test asset M_LandscapeMaterial_Foliage, quicker repro for UE-53442
[CL 3807911 by Matt Kuhlenschmidt in Main branch]
2017-12-14 10:07:13 -05:00
}
CollectGarbage ( GARBAGE_COLLECTION_KEEPFLAGS ) ;
}
2014-07-21 20:47:01 -04:00
}
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
void CreateNewAnimBlueprint ( TArray < TWeakObjectPtr < UObject > > SkeletonsOrSkeletalMeshes , FAnimAssetCreated AssetCreated , bool bInContentBrowser )
2014-10-09 12:34:55 -04:00
{
const FString DefaultSuffix = TEXT ( " _AnimBlueprint " ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
if ( SkeletonsOrSkeletalMeshes . Num ( ) = = 1 )
2014-10-09 12:34:55 -04:00
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
USkeletalMesh * SkeletalMesh = nullptr ;
USkeleton * Skeleton = Cast < USkeleton > ( SkeletonsOrSkeletalMeshes [ 0 ] . Get ( ) ) ;
if ( Skeleton = = nullptr )
{
SkeletalMesh = CastChecked < USkeletalMesh > ( SkeletonsOrSkeletalMeshes [ 0 ] . Get ( ) ) ;
2020-11-25 11:17:08 -04:00
Skeleton = SkeletalMesh - > GetSkeleton ( ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
}
2014-10-09 12:34:55 -04:00
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
if ( Skeleton )
2014-10-09 12:34:55 -04:00
{
// Determine an appropriate name for inline-rename
FString Name ;
FString PackageName ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
CreateUniqueAssetName ( Skeleton - > GetOutermost ( ) - > GetName ( ) , DefaultSuffix , PackageName , Name ) ;
2014-10-09 12:34:55 -04:00
2015-02-03 05:40:57 -05:00
UAnimBlueprintFactory * Factory = NewObject < UAnimBlueprintFactory > ( ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
Factory - > TargetSkeleton = Skeleton ;
Factory - > PreviewSkeletalMesh = SkeletalMesh ;
2014-10-09 12:34:55 -04:00
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
if ( bInContentBrowser )
{
FContentBrowserModule & ContentBrowserModule = FModuleManager : : LoadModuleChecked < FContentBrowserModule > ( " ContentBrowser " ) ;
ContentBrowserModule . Get ( ) . CreateNewAsset ( Name , FPackageName : : GetLongPackagePath ( PackageName ) , UAnimBlueprint : : StaticClass ( ) , Factory ) ;
}
else
{
FAssetToolsModule & AssetToolsModule = FModuleManager : : GetModuleChecked < FAssetToolsModule > ( " AssetTools " ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
UAnimBlueprint * NewAsset = CastChecked < UAnimBlueprint > ( AssetToolsModule . Get ( ) . CreateAsset ( Name , FPackageName : : GetLongPackagePath ( PackageName ) , UAnimBlueprint : : StaticClass ( ) , Factory ) ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
if ( NewAsset & & AssetCreated . IsBound ( ) )
{
TArray < UObject * > NewObjects ;
NewObjects . Add ( NewAsset ) ;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3807299)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3528776 by Yannick.Lange
Allow thumbnails to be captured from a viewport always.
#jira UE-45392
Change 3564359 by Yannick.Lange
Back out part of changelist 3528776: Revert allowing thumbnails to be captured from a viewport to fix UE-47827 & UE-47785.
#jira UE-47785, UE-47827
Change 3740671 by Matt.Kuhlenschmidt
Make the font editor canvas respect dpi scale
Change 3740810 by Josh.Engebretson
PR #4138: Log GenerateProjectFiles to file when using UVS (Contributed by projectgheist)
#jira UE-51358
Change 3740939 by Cody.Albert
Fixing some #ifdefs that should be #ifs
Change 3741089 by Alexis.Matte
Make sure bImportBoneTracks is set to true when importing into level
#jira UE-51999
Change 3741101 by Alexis.Matte
Fix the import material search
#jira UE-51857
Change 3741690 by Jamie.Dale
Guard against an invalid index in SLocalizationCommandletExecutor::Tick
#jira UE-52067
Change 3741710 by Jamie.Dale
Made a static variable also const
Change 3741724 by Michael.Dupuis
Added missing shader cache
Change 3742037 by Lauren.Ridge
Details panels can now "own" a color picker so a different details panel refreshing doesn't close it. Also fixed refreshing state of the graph after changing texture or color parameter values
Change 3742250 by Matt.Kuhlenschmidt
PR #4185: Output Log Filter tooltip shows %s instead of category. (Contributed by LordNed)
Change 3742308 by Lauren.Ridge
Adding axis input to the material editor's viewport client
Change 3742380 by Matt.Kuhlenschmidt
USD importer improvements
- USD now stores source file information for reimports
- Fixed bug where no geometry would be imported if an exporter had set a time code even without animated data
- Prevent a crash if a mesh doesnt have enough valid data to be imported
Change 3742536 by Matt.Kuhlenschmidt
Remove usd wrapper test project
Change 3743564 by Alexis.Matte
Fix skeletal mesh screen size auto set value when importing a LOD
#test none
#jira UE-52100
Change 3743582 by Lauren.Ridge
Fixing non-desktop compiles
Change 3743598 by Lauren.Ridge
Fixing shadowed variable by renaming the global color picker weak ptr variable.
Change 3743636 by Lauren.Ridge
Creating a new parameter immediately allows naming
Change 3743855 by Michael.Dupuis
Added missing shader from cache
Change 3744277 by Lauren.Ridge
Don't show empty Global group if it only contained the material layer param.
Change 3744330 by Lauren.Ridge
Clarifying "no parameter" text
Change 3744529 by Lauren.Ridge
Making Save to Child and Save To Sibling buttons work for material layer params, show on material layer param panel
Change 3744668 by Chris.Bunner
Added shared layer input collection asset, a list of float/texture redirectors that allow setting globally in a material graph then retrieving within layer/blend graphs.
Added output for number of unique shaders generated by a particular material instance.
Show instruction counts when working on a material layer.
Relaxed restrictions on material layers, base MA input is now optional.
#jira UETOOL-1271, UETOOL-1278, UETOOL-1279
Change 3744669 by Chris.Bunner
Added automated test for material layers, layer/blend instances and shared inputs.
Change 3744754 by Laz.Matech
Adding localization data to QAGame for the Realtime Preview localization test.
#jira none
Change 3744860 by Michael.Dupuis
#jira UE-52049 : Do not update random stream in most case, only when adding new instances, or filling from built data
Change 3744965 by Chris.Bunner
Rebuilt lighting in automated test map and updated reflection capture screenshot.
Change 3746015 by Michael.Dupuis
#jira UE-52090: Added missing shader for forward rendering
Change 3746038 by Michael.Dupuis
#jira UE-51494: Make sure index is valid for this instance as instances from template and instance could mismatch due to in level changes
Change 3746076 by Michael.Dupuis
Removed unused code
Change 3746998 by Tim.Gautier
QAGame: - Renamed UMG_RealtimePreview > UMG_InEditorPreview
- Moved UMG_InEditorPreview into UMG > Localization, setting up for future Localization tests
Change 3747206 by Arciel.Rekman
Linux: make UI scale more coarse to prevent unnecessary scaling (UE-52086).
- Monitors whose physical dimensions fall in range of 80-110 DPI should still have scale=1.0.
(Edigrating CL 3740942 from Release-4.18 to Dev-Editor)
Change 3747211 by Arciel.Rekman
Make failure to launch SCW more apparent to the user (UE-47263).
- Fixes frequent crash on Linux.
(Merging 3747070 from Release-4.18 to Dev-Editor)
Change 3747726 by Tim.Gautier
QAGame: Resubmitting updated Loc files
Change 3747872 by Tim.Gautier
QAGame: Resubmitting compiled Loc assets
Change 3748118 by Lauren.Ridge
Adding help text to the material layers preview tab
Change 3748398 by Lauren.Ridge
Fixing tooltips for the material layer read-only preview
Change 3748565 by Arciel.Rekman
Linux: fix RHIs settings being wrong when removed via project properties (UE-51203).
- This was a deeper issue with config system than just Linux RHIs.
- This is a better fix than one submitted to 4.18 branch in CL 3747086.
Change 3749441 by Matt.Kuhlenschmidt
PR #4201: Fix a typo in a comment. (Contributed by dneelyep)
Change 3749442 by Matt.Kuhlenschmidt
PR #4195: Incorrect specifier used for FText::Format (Contributed by projectgheist)
Change 3749496 by Matt.Kuhlenschmidt
Fix static analysis
Change 3749805 by Lauren.Ridge
Fixing reset to default on MaterialLayerParam in base material
Change 3749838 by Lauren.Ridge
Also correctly resetting names and layer states
Change 3750442 by Mieszko.Zielinski
Added a safety check which addresses the crash #UE4
Note that this is a temp fix. A proper fix is making sure ConvexShapeIndices doesn't contain any duplicates and will be inplemented in Dev-Framework.
#jira UE-52123
Change 3752266 by Arciel.Rekman
OpenGL: remove PLATFORM_WINDOWS exceptions.
- Discrepancy in behavior between Windows and Linux OpenGL is unhelpful for bug reproducibility.
- VAB bug should have been fixed long ago (on both platforms).
Change 3752929 by Arciel.Rekman
Linux: avoid crashing on unknown drivers.
- See https://answers.unrealengine.com/questions/724100/crashes-on-startup-after-first-run.html
- Checks in IsDeviceIntel() and such fail if the drivers were not detected.
Change 3753254 by Michael.Dupuis
Added missing shader for shader cache
Change 3753426 by Michael.Dupuis
#jira UE-5751: Added the possibility to change material instance exposed params at runtime using a MID for texture, vector and scalar for 1 component or all components
Change 3753440 by Alexis.Matte
Fix fbx scene importer morph target import crash
#jira UE-52255
Change 3753457 by Michael.Dupuis
build fix
Change 3753700 by Chris.Bunner
Make GetSharedInput preview fallback always available in editor as this should handle previews, thumbnails and other editor-only cases.
Refactor to remove duplicate code in material translator.
Material layer expressions are required for client load, fixes cooked builds using layer instances in the base material layer stack.
Change 3754760 by Chris.Bunner
Tidying up EngineTest/ShaderModels map.
Change 3754765 by Arciel.Rekman
Avoid placing tooltip windows under the cursor (UE-12288).
- Fixes inability to use some corners of the screen on Linux (the tooltips there aren't click-through).
Change 3754788 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3754933 by Christina.TempelaarL
Fixed typo in heightLerp (transistion->transition).
#jira UE-46736
Change 3754946 by Cody.Albert
Update loading movie code to properly calculate delta time when throttled at 60fps
Change 3755059 by Jamie.Dale
Fixed game preview language not updating in realtime while PIE was enabled
#jira UE-52209
Change 3755130 by Jamie.Dale
Fixed game preview language not updating from native when switching between preview languages
#jira UE-52348
Change 3755664 by Michael.Dupuis
Fixed compile warning
Change 3755714 by Yannick.Lange
Always allow capturing thumbnails from viewport.
This also hides the thumbnail editing UI when a thumbnail was captured from a viewport.
Change 3755944 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3756109 by Christina.TempelaarL
fixed FBX importer Import Textures tooltip, UMaterial -> Material in tooltip text
#jira UE-48389
Change 3756169 by Jamie.Dale
Added plural form pattern to SContentBrowser::GetPathText
Change 3756493 by Laz.Matech
Updating Localization content to further test InEditor Preview Language in UMG
#jira none
Change 3758336 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758947 by Jamie.Dale
Fixed cursor position regression in search boxes
This was caused by a call to SetText that was added in CL# 3627864
This caused the text to update as it was changed, which made the cursor jump to the end of the text and made it impossible to type in the middle of a search term.
This was done as a bound FText value had been passed to the InitalText of SSearchBox, which made the text resolution behave strangely. InitalText should always be a value, and SSearchBox now resolves any bindings during its constructor.
#jira UE-48874
Change 3759000 by Laz.Matech
Submitting the .PO file for CL 3756493
#jira none
Change 3759480 by Matt.Kuhlenschmidt
Safe guard against brush details crash
#jira UE-52278
Change 3759665 by Matt.Kuhlenschmidt
PR #4214: UE-52249: Use valid PreviewShadowsIndicatorMaterialName (Contributed by projectgheist)
Change 3761211 by Matt.Kuhlenschmidt
Remove the restriction that a level must be writable to be locked/unlocked.
Fixed duplicate icons being used by the level browser
Change 3761304 by Chris.Bunner
MaterialAttributeLayers graph node BaseMA input is no longer required.
Note: Requires "Use Preview Value" set to true on inputs.
Change 3761307 by Chris.Bunner
New material layers and blends will have "Use Preview Value" set to true by default to avoid the need for connected inputs - Missed file on previous commit.
Change 3761357 by Chris.Bunner
Renamed material shared input enum.
Change 3761419 by Chris.Bunner
Updating material layers automated test assets after recent changes.
Reverted some naming changes so existing screenshot tests can be reused.
Change 3762058 by tim.gautier
QAGame: Adding Material Layer assets for testing (Content/Materials/LayerFunction)
Change 3763328 by Matt.Kuhlenschmidt
Fix Slate warning at editor startup
Change 3763354 by Alexis.Matte
Fix skeletal mesh material assign when reducing a LOD that was import from a file using simplygon reduction
#jira UE-52505
Change 3763501 by Matt.Kuhlenschmidt
Prevent shared asset thumbnail pools from having their resources forcefully released when they are in use. ReleaseResources is now private and only called on destruction of the pool
Change 3763574 by Matt.Kuhlenschmidt
Fix slate material box brushes not being keyed off image size
#jira UE-40219
Change 3763678 by Jamie.Dale
Disable realtime level editor viewport if running under remote desktop
This makes the main editor window much more responsive by default under remote desktop
Change 3763679 by Jamie.Dale
Added asset caching metrics for the loc gather
Change 3763693 by Matt.Kuhlenschmidt
Changed the code that activates the actor details tab when selection changes to a flash. There are simply too many things that change the selection and steal focus away from a tab being used
#jira UE-51754
Change 3763826 by Michael.Dupuis
Fixed Fortnite cooking crash
Change 3763864 by Harrison.Moore
Adding New Default 'LayerBlend' assets
Change 3764028 by Christina.TempelaarL
#jira UE-47695 Auto LOD bug
Moved the sections dropdown to the LOD Picker category and modified Custom cb behavior, based on suggestions from charlie.
Change 3764031 by Christina.TempelaarL
#jira UE-47695 Auto LOD in StaticMeshViewer
moved LOD combo widget to LOD picker category and hide custom checkboxes until custom checked.
Change 3764076 by tim.gautier
QAGame: Submitting UMG_Multitouch_test for initial Multitouch testing
Change 3764263 by Matt.Kuhlenschmidt
Fix the floor mesh thumbnail
Change 3764284 by Chris.Bunner
Removing some asserts for cases that can validly fail and are already handled.
Change 3764372 by Matt.Kuhlenschmidt
PR #4196: Show edit icons in editor (Contributed by projectgheist)
Change 3764388 by Chris.Bunner
Fixing logic for material, function and instance updating active materials and instances and their editors.
Change 3764674 by Harrison.Moore
test materials added, Blend updates
Change 3764681 by Harrison.Moore
Adding HMtest map
Change 3766238 by Chris.Bunner
Material layer callers need to let their internal material function calls update their inputs/outputs.
Change 3766556 by Jamie.Dale
Fixed crashes that could happen if some of the data table panels were closed
We now always create the underlying widgets, even if they're currently hidden from view
#jira UE-52552
Change 3767753 by Chris.Bunner
When rebuilding a material function instance editor we must re-create and re-apply the proxies as the expressions have likely changed. Take care to maintain local parameter changes as these have not been saved yet.
Change 3768719 by Michael.Dupuis
#jira UE-52521: Prevent possible crash if a segment have no point or invalid point
Change 3769157 by Jamie.Dale
Fixed incorrect text selection if selecting via double click beyond the bounds of the line
It would previously select the second to last word, rather than the last word
#jira UE-51609
Change 3769159 by Harrison.Moore
Belica Test update, New layer blends updated with texture type fix.
Change 3769205 by Jamie.Dale
Fixed Windows file save dialog not appending the correct extension when there were multiple options available
#jira UE-52180
Change 3769220 by Harrison.Moore
Layer blend tweaks
Change 3769292 by Jamie.Dale
Removing redundant code
Applying the correct package ID, only to then strip it off again is rather pointless
Change 3769479 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows.
Change 3769920 by Arciel.Rekman
Linux: convert yet another initialization crash to a user-friendly message (UE-52457).
#jira UE-52457
Change 3771055 by Alexis.Matte
Make sure we set the Used by morph target material flag to material use by the morphtarget instead of all skinned mesh component
Use the morph vertex factory only for section that has active morph target
#jira UE-51483
Change 3771135 by Michael.Dupuis
Fixed fortnite cooking
Change 3773054 by Yannick.Lange
Avoid loading viewport interaction assets when starting the editor.
Change 3774184 by Arciel.Rekman
Linux: disabled some gdb visualizers until the issue is fixed.
- CL 3773942 by CengizT.
Change 3774303 by Matt.Kuhlenschmidt
Pull requests to fix various typos
Change 3774305 by Matt.Kuhlenschmidt
PR #4237: Visual Studio Repeatedly Opens (UE-51608) (Contributed by LordNed)
#jira UE-51608
Change 3774701 by Arciel.Rekman
OpenGL: fix ARB callback errors when hitting Build Lighting.
- Merged from 4.18 shelf.
Change 3775812 by Matt.Kuhlenschmidt
Fix One-off crash undo-ing while working with Material Params / Material Functions
#jira UE-52680
Change 3775849 by Matt.Kuhlenschmidt
More info for UE-52610
Change 3775850 by Matt.Kuhlenschmidt
Guard against mesh paint crashes
#jira UE-52618
Change 3775904 by Matt.Kuhlenschmidt
Added logging to track down window shutdown issues
Change 3775913 by Matt.Kuhlenschmidt
Pull requests for typos
#jira UE-52751, UE-52748
Change 3776676 by Jamie.Dale
Fixed being able to insert tabs into spin boxes with units
#jira UE-52776
Change 3777006 by Michael.Trepka
Process Mac windowDidBecomeMain and windowDidResignMain notifications immediately instead of deferring them. This solves issues with Slate code that closes and immediately opens new menu windows. Previously closing a window would schedule menu parent's activation event that could be processed after another menu's creation, making it immediately disappear.
#jira UE-52145
Change 3777170 by Arciel.Rekman
Linux: use Xft.dpi (most desktop environments expose their scale through that) as a DPI value (UE-52086, UE-52766).
- Change by Brandon.Schaefer.
- Limitation: no per-monitor DPI.
(Edigrating CL 3776509 //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777292 by Arciel.Rekman
Linux: fix symbol collision causing problems with AMD drivers (UE-51843).
- We cannot have elf_end() hidden, because libcuda.so calls elf_end from libnvidia-fatbinaryloader.so and this breaks linking monolithic binaries ("hidden symbol referenced in DSO").
- We cannot have elf_end() visible, because of a name collision with a different libelf used by AMD drivers.
- The only possible workaround is to have elf_end() renamed.
(Edigrating CL 3777242 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777686 by Joe.Conley
Blueprint editor variable type tooltips: fix case mismatch that was preventing type name to be displayed properly in soft object/class reference tooltips.
Change 3778180 by Jamie.Dale
Avoid a crash if a regex pattern or matcher outlive ICU during shutdown
#jira UE-52770
Change 3778182 by Jamie.Dale
Avoid a crash if a break iterator outlives ICU during shutdown
Change 3778368 by Jamie.Dale
Added missing pragma once
Change 3778560 by Matt.Kuhlenschmidt
Prevent non-shared DDC notification from triggering for epic internal builds
Change 3778709 by Lauren.Ridge
Copying 4.18.2 array reordering propagating to children fix (originally 3778547)
Change 3779205 by Lauren.Ridge
Duplicating 3776649 to fix a crash on compile due to partial GC of a widget.
#jira UE-52260
Change 3779217 by Brandon.Schaefer
GitHub #3678 Fix Setup.sh handling of special characters in PNG path
#jira UE-46103
Change 3779341 by Brandon.Schaefer
GitHub #3012 Use elemtry OS versions to set the ubuntu versions for depencies
#jira UE-39364
Change 3780274 by Joe.Conley
DataTables: Add documentation tooltips showing type information to header columns
Change 3780840 by Alexis.Matte
Do a re-import when user re-import LOD 0
Prevent importing more then MAX_SKELETAL_MESH_LODS
#jira UE-52373
Change 3781067 by Arciel.Rekman
Linux: fix OSSSteam cross-compilation (and CIS).
- Broken by previous change that put compile-time arguments into response file and bulk-replaced \ with /, which affected things like Definitions.Add("STEAM_SDK_VER_PATH=TEXT(\"Steam" + SteamVersion + "\")");
Change 3781110 by Christina.TempelaarL
#jira UE-47695 moved Static Mesh Editor LOD menu from tools to viewport tool bar
Change 3781531 by Christina.TempelaarL
#jira UE-47695 added LOD menu to Static Mesh Editor viewport
Change 3781663 by Alexis.Matte
Fix for cancel export fbx when previewing animation sequence export
#jira UE-49743
Change 3782007 by Jamie.Dale
Improved the ability to lockdown available game languages
In addition to the previous "DisabledCultures" array, you can now add an array of "EnabledCultures" (using the same per-build config filters) to explicitly list the cultures that are allowed to be used in your build (if the list is empty, then everything is allowed unless otherwise disabled).
This also stops the game from attempting to fallback to the native language if the native language has been disabled (we will fallback to the first available language instead).
Change 3782122 by Jordan.Walker
test assets for material layers
Change 3782131 by Joe.Graf
Added support for IOS and TVOS targets when generating CMake files on Mac
Change 3782218 by Christina.TempelaarL
fixing include paths and capitalization causing build errors.
Change 3783171 by Michael.Dupuis
Added the possibility to override default LOD rules for visible primitive and whole scene shadow casting primitive
Added the possibility to store Custom data per view for the frame duration
Change 3783172 by Michael.Dupuis
#jira UE-35097 : Refactored landscape rendering logic to improve general performance while using new custom data and custom lod feature
Exposed many new settings to control component using sub sections rendering, tessellated component, shadow should be include into tessellation, tessellation falloff based on camera location
Changed how LOD distribution is done to be in screen size instead of distance.
Give the possibility to have a different distribution for LOD0 vs the other one.
Change 3783174 by Michael.Dupuis
missing file to landscape refactor
Change 3783315 by Lauren.Ridge
Changing a parameter in the Material Parameter Panel now dirties the material correctly.
Changing a layer parameter in the Material Instance Editor now refreshes the details panel as well.
Change 3783374 by Chris.Bunner
Adding MaterialSharedInputCollection to hidden list when MaterialLayers disabled.
Change 3783617 by Chris.Bunner
Added a Channel Mask material expression parameter. Wraps up a vector parameter and dot product with a single channel selection interface, internally a regular vector parameter.
Fixed GetSharedInput failing to return the preview texture in the Function Instance editor.
Change 3783676 by Lauren.Ridge
Adding access to a material function instance's parent in the Material Instance Editor
Change 3783751 by Michael.Trepka
PR #4248: Fixed C++ std in generated Xcode project to match rest of engine (C++14) (Contributed by Bo98)
Change 3783971 by Brandon.Schaefer
Rename/Move all deploy/Deploy folder/files into AlembicDeploy. Due to case sensitivity on linux, need to maintain the correct case.
#jira UE-37631
Change 3783992 by Michael.Dupuis
#jira UE-35097: Remove tessellation on editor tools
Fixed a case where tessellation multiplier at 0 would cause the component to not be visible
Fixed minor tessellation falloff calculation error
Change 3784502 by Chris.Bunner
Restored missing bool setter.
Coding standards fix.
Change 3784614 by Arciel.Rekman
Linux: better error message when running out of inotify watches (UE-50459).
#jira UE-50459
Change 3784620 by Chris.Bunner
Updated LayerBlend_TextureMask to use new ChannelMask parameter.
Change 3784725 by Lauren.Ridge
Fixing groups not sorting correctly
Change 3785645 by Chris.Bunner
Non-editor compile fix.
Change 3785666 by Arciel.Rekman
Linux: restore ability to use Wayland instead of X11.
- SDL libs recompiled and Wayland version is set to lower one to be compatible with the compositor shipped on Ubuntu 16.04 LTS
- Change by Anthony.Bills.
Change 3785708 by Arciel.Rekman
Linux: implement voice capture using SDL (non-server only) (UE-51298).
- Based on pull request #4131 by mkirzinger.
Change 3785878 by Arciel.Rekman
UBT: add VSCode to default generators on Linux.
Change 3786058 by Arciel.Rekman
Do not add dependencies on other RHIs for servers (UE-48894).
- Pull request #3944 contributed by pfoote.
#jira UE-48894
Change 3786845 by Arciel.Rekman
Code changes to make gcc support easier (UE-51978).
- Contributed by a licensee (pull request #4181 by tomwardio "Collection of fixes to allow UE4 to be compiled by GCC on Linux").
Change 3786871 by Matt.Kuhlenschmidt
Fix static analysis
Change 3786883 by Matt.Kuhlenschmidt
Fix HTML5
Change 3786923 by Matt.Kuhlenschmidt
Fix engine layer blend asset referencing game content. This is not allowed
#jira UE-52888
Change 3786927 by Brandon.Schaefer
Linux: Alembic support
#jira: UE-37631
Change 3786994 by Arciel.Rekman
Remove support for /-prefixed switches (UE-47429).
- They collide with absolute file paths on Mac/Linux and a source of inconsistencies between platforms.
#jira UE-47429
Change 3787032 by Michael.Trepka
Initial support for building and running Niagara on Mac
Change 3787035 by Brandon.Schaefer
GitHub #4166 Undef GL entrypoint macros after use
#jira UE-51663
Change 3787144 by Lauren.Ridge
Fixing material parameter group association resetting after undo
#jira UE-52514
Change 3787839 by Jordan.Walker
updated engine level layer blends to not include game content
switched them to use Chris B's new mask selection node
Change 3787967 by Lauren.Ridge
Fix for broken layer groups, related crash
Change 3787991 by Lauren.Ridge
Fixing thumbnails for material function instances, resolving not being able to delete new function instances
#jira UE-52967
Change 3788226 by Michael.Trepka
Fixed a deadlock when closing Mac CrashReportClient which resulted from changes in CL 3777006
#jira UE-53002
Change 3788557 by Brandon.Schaefer
Fix shadow compiler warnings around our includes
Change 3789700 by Lauren.Ridge
Experimental setting for turning on Material Layers - off by default.
Change 3789703 by Jamie.Dale
Harden the LocMeta and LocRes loading to prevent loading files that are too new
Change 3789706 by Jamie.Dale
Added localization ID to the package summary
This will allow the localization gatherer to query it without having to load the entire package
Change 3789708 by Jamie.Dale
Added a way to display and reset the package localization ID via the Content Browser
Change 3789709 by Jamie.Dale
Added warning for duplicate package localization IDs when gathering asset localization
Change 3789713 by Jamie.Dale
Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph
Change 3789736 by Christina.TempelaarL
Fixed recently-introduced StaticMeshEditor bug - changing LOD dropdown menu selection was not changing LOD sections category.
Change 3789853 by Chris.Bunner
Material instances should return overridden values when the caller is requesting the default, not leaving the request to fall through to the base material.
#jira UE-52796
Change 3790185 by Brandon.Schaefer
Add better error handling when using new SDK for linux on windows.
#jira UE-50527
Change 3790195 by Jamie.Dale
Fixed line-ending inconsistency when retrieving rich-text
We were using LINE_TERMINATOR when getting the offsets, but \n when getting the text
Change 3790473 by Chris.Bunner
When finding expression by GUID, only return FunctionCall result if expression was found. Fixes cases where searched-for expression is after a FunctionCall in the expressions list.
#jira UE-52729
Change 3790650 by Arciel.Rekman
UBT: Linux: print build details first before refusing to build.
- Tweak to the previous feature that we forgot.
Change 3790681 by Arciel.Rekman
UBT: Linux: tweaks to wording (SDK -> toolchain).
Change 3791459 by Brandon.Schaefer
Linux: libcurl rebuild for version 7.57
#jira OGS-870
Change 3791533 by Arciel.Rekman
Better error messaging when UMB is unusable (UE-50658).
- Should be replaced by a better fix, but merging this workaround in case the better fix will not be done in time for 4.19.
(Edigrating CL 3789387, 3789787 from Release-4.18 to Dev-Editor)
Change 3791885 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53097
Change 3791910 by Brandon.Schaefer
Fix for not using proper libraries on x86_64 for libcurl
#jira OGS-870
Change 3792017 by Jamie.Dale
Fixed a conflict between the path settings and favorite settings
Change 3792022 by Jamie.Dale
Fixed a crash that could happen when performing ARO on the property chains of a struct
#jira UE-52999
Change 3792025 by Jamie.Dale
Changed package summary localization ID to be versioned by the object version to avoid changing data in unversioned cooked assets
Change 3792066 by Michael.Dupuis
#jira UE-5751: Fixed possible crash when using dynamic matrial instance
Added missing shaders for landscape when using tessellation
Change 3792718 by Arciel.Rekman
OpenGL: bringing back Windows workarounds to unblock copy-up (UE-52534).
#jira UE-52534
Change 3793018 by Mike.Erwin
new glTF importer plugin
Import StaticMesh, Material, and Texture assets from the Khronos glTF 2.0 format. Text (.gltf) and binary (.glb) files are supported.
Limitations:
- There is no options UI. All assets from the file are imported.
- The glTF format can describe animation and whole scenes, but the initial version of this plugin does not attempt either.
- Data encoded as Base64 data URI is not supported. This is uncommon but is part of the glTF spec.
#jira: UE-50695
Change 3793626 by Matt.Kuhlenschmidt
Logging for HTML5 issue
Change 3794034 by Matt.Kuhlenschmidt
Fix CIS
Change 3794271 by Michael.Dupuis
#jira UE-53133: Fxed shadow calculation when using non whole scene shadow
Change 3794273 by Chris.Bunner
Function call material nodes should be created with no outputs by default.
#jira UE-53127, UE-53128, UE-52616
Change 3794334 by Lina.Halper
- Fix animation reinitializing when just setting new animation with single node
- Deprecated GetScalarParameterDefault and replace that with GetScalarParameterDefaultValue
#jira: UE-52796
Change 3794338 by Michael.Dupuis
Fixed lod visual popping when texture mip used for landscape is not ready
Change 3794350 by Mike.Erwin
Fix glTF importer header includes.
Build was failing on Linux.
Change 3794357 by Michael.Dupuis
#jira UE-53166: buildfix: removed phase 2 landscape optim leftover...
Change 3794549 by Michael.Dupuis
#jira UE-53166 : fixed compile error
Change 3794755 by Matt.Kuhlenschmidt
Fix automation warning
Change 3794910 by Lina.Halper
Change material default value to be red to keep the behavior same.
- Previous code was getting default value of parent, which was wrong, but now since we're grabbing correct value, it's not doing what it meant to do. Changed content to keep same value as parent as default.
Change 3795296 by Mike.Erwin
glTF: fix Linux build errors
A variable was being shadowed.
The other errors are due to an obscure corner of the C++ spec which clang enforces.
https://stackoverflow.com/questions/21900237/do-i-really-need-to-implement-user-provided-constructor-for-const-objects
#jira UE-53204
Change 3797313 by Chris.Bunner
Re-built lighting in Rendering/ShaderModels automated test map and updated failing screenshots.
#jira UE-53198
Change 3803962 by Jamie.Dale
Fixed struct instances not comparing against the correct default values when gathering for localization
Change 3804771 by Michael.Dupuis
Back out changelist 3783171
Change 3804772 by Michael.Dupuis
Back out changelist 3783172
Change 3805258 by Michael.Dupuis
Added missing shader cache for landscape
Change 3806105 by Matt.Kuhlenschmidt
Disable harware benchmarking during automation tests, commandlets, and on the build machine
Change 3806438 by Michael.Dupuis
#jira UE-53228: Fixed rendering path of new landscape optim when using GDoInitViewsLightingAfterPrepass(used in Orion)
Change 3806577 by Matt.Kuhlenschmidt
Change plugin uploading to crash reporter to only do so in editor builds
Change 3806588 by Michael.Dupuis
Remove temp test version in landscape version
Change 3806900 by Jamie.Dale
Fixed 'inconsistent DLL linkage' error when using older versions of Python 2.7
#jira UE-53353
Change 3807125 by Jamie.Dale
Fixed UBT warning after Dev-Core merge
Change 3807299 by tim.gautier
QAGame: Checking in test asset M_LandscapeMaterial_Foliage, quicker repro for UE-53442
[CL 3807911 by Matt Kuhlenschmidt in Main branch]
2017-12-14 10:07:13 -05:00
if ( ! AssetCreated . Execute ( NewObjects ) )
{
//Destroy the assets we just create
for ( UObject * ObjectToDelete : NewObjects )
{
ObjectToDelete - > ClearFlags ( RF_Standalone | RF_Public ) ;
ObjectToDelete - > RemoveFromRoot ( ) ;
2021-11-18 14:37:34 -05:00
ObjectToDelete - > MarkAsGarbage ( ) ;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3807299)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3528776 by Yannick.Lange
Allow thumbnails to be captured from a viewport always.
#jira UE-45392
Change 3564359 by Yannick.Lange
Back out part of changelist 3528776: Revert allowing thumbnails to be captured from a viewport to fix UE-47827 & UE-47785.
#jira UE-47785, UE-47827
Change 3740671 by Matt.Kuhlenschmidt
Make the font editor canvas respect dpi scale
Change 3740810 by Josh.Engebretson
PR #4138: Log GenerateProjectFiles to file when using UVS (Contributed by projectgheist)
#jira UE-51358
Change 3740939 by Cody.Albert
Fixing some #ifdefs that should be #ifs
Change 3741089 by Alexis.Matte
Make sure bImportBoneTracks is set to true when importing into level
#jira UE-51999
Change 3741101 by Alexis.Matte
Fix the import material search
#jira UE-51857
Change 3741690 by Jamie.Dale
Guard against an invalid index in SLocalizationCommandletExecutor::Tick
#jira UE-52067
Change 3741710 by Jamie.Dale
Made a static variable also const
Change 3741724 by Michael.Dupuis
Added missing shader cache
Change 3742037 by Lauren.Ridge
Details panels can now "own" a color picker so a different details panel refreshing doesn't close it. Also fixed refreshing state of the graph after changing texture or color parameter values
Change 3742250 by Matt.Kuhlenschmidt
PR #4185: Output Log Filter tooltip shows %s instead of category. (Contributed by LordNed)
Change 3742308 by Lauren.Ridge
Adding axis input to the material editor's viewport client
Change 3742380 by Matt.Kuhlenschmidt
USD importer improvements
- USD now stores source file information for reimports
- Fixed bug where no geometry would be imported if an exporter had set a time code even without animated data
- Prevent a crash if a mesh doesnt have enough valid data to be imported
Change 3742536 by Matt.Kuhlenschmidt
Remove usd wrapper test project
Change 3743564 by Alexis.Matte
Fix skeletal mesh screen size auto set value when importing a LOD
#test none
#jira UE-52100
Change 3743582 by Lauren.Ridge
Fixing non-desktop compiles
Change 3743598 by Lauren.Ridge
Fixing shadowed variable by renaming the global color picker weak ptr variable.
Change 3743636 by Lauren.Ridge
Creating a new parameter immediately allows naming
Change 3743855 by Michael.Dupuis
Added missing shader from cache
Change 3744277 by Lauren.Ridge
Don't show empty Global group if it only contained the material layer param.
Change 3744330 by Lauren.Ridge
Clarifying "no parameter" text
Change 3744529 by Lauren.Ridge
Making Save to Child and Save To Sibling buttons work for material layer params, show on material layer param panel
Change 3744668 by Chris.Bunner
Added shared layer input collection asset, a list of float/texture redirectors that allow setting globally in a material graph then retrieving within layer/blend graphs.
Added output for number of unique shaders generated by a particular material instance.
Show instruction counts when working on a material layer.
Relaxed restrictions on material layers, base MA input is now optional.
#jira UETOOL-1271, UETOOL-1278, UETOOL-1279
Change 3744669 by Chris.Bunner
Added automated test for material layers, layer/blend instances and shared inputs.
Change 3744754 by Laz.Matech
Adding localization data to QAGame for the Realtime Preview localization test.
#jira none
Change 3744860 by Michael.Dupuis
#jira UE-52049 : Do not update random stream in most case, only when adding new instances, or filling from built data
Change 3744965 by Chris.Bunner
Rebuilt lighting in automated test map and updated reflection capture screenshot.
Change 3746015 by Michael.Dupuis
#jira UE-52090: Added missing shader for forward rendering
Change 3746038 by Michael.Dupuis
#jira UE-51494: Make sure index is valid for this instance as instances from template and instance could mismatch due to in level changes
Change 3746076 by Michael.Dupuis
Removed unused code
Change 3746998 by Tim.Gautier
QAGame: - Renamed UMG_RealtimePreview > UMG_InEditorPreview
- Moved UMG_InEditorPreview into UMG > Localization, setting up for future Localization tests
Change 3747206 by Arciel.Rekman
Linux: make UI scale more coarse to prevent unnecessary scaling (UE-52086).
- Monitors whose physical dimensions fall in range of 80-110 DPI should still have scale=1.0.
(Edigrating CL 3740942 from Release-4.18 to Dev-Editor)
Change 3747211 by Arciel.Rekman
Make failure to launch SCW more apparent to the user (UE-47263).
- Fixes frequent crash on Linux.
(Merging 3747070 from Release-4.18 to Dev-Editor)
Change 3747726 by Tim.Gautier
QAGame: Resubmitting updated Loc files
Change 3747872 by Tim.Gautier
QAGame: Resubmitting compiled Loc assets
Change 3748118 by Lauren.Ridge
Adding help text to the material layers preview tab
Change 3748398 by Lauren.Ridge
Fixing tooltips for the material layer read-only preview
Change 3748565 by Arciel.Rekman
Linux: fix RHIs settings being wrong when removed via project properties (UE-51203).
- This was a deeper issue with config system than just Linux RHIs.
- This is a better fix than one submitted to 4.18 branch in CL 3747086.
Change 3749441 by Matt.Kuhlenschmidt
PR #4201: Fix a typo in a comment. (Contributed by dneelyep)
Change 3749442 by Matt.Kuhlenschmidt
PR #4195: Incorrect specifier used for FText::Format (Contributed by projectgheist)
Change 3749496 by Matt.Kuhlenschmidt
Fix static analysis
Change 3749805 by Lauren.Ridge
Fixing reset to default on MaterialLayerParam in base material
Change 3749838 by Lauren.Ridge
Also correctly resetting names and layer states
Change 3750442 by Mieszko.Zielinski
Added a safety check which addresses the crash #UE4
Note that this is a temp fix. A proper fix is making sure ConvexShapeIndices doesn't contain any duplicates and will be inplemented in Dev-Framework.
#jira UE-52123
Change 3752266 by Arciel.Rekman
OpenGL: remove PLATFORM_WINDOWS exceptions.
- Discrepancy in behavior between Windows and Linux OpenGL is unhelpful for bug reproducibility.
- VAB bug should have been fixed long ago (on both platforms).
Change 3752929 by Arciel.Rekman
Linux: avoid crashing on unknown drivers.
- See https://answers.unrealengine.com/questions/724100/crashes-on-startup-after-first-run.html
- Checks in IsDeviceIntel() and such fail if the drivers were not detected.
Change 3753254 by Michael.Dupuis
Added missing shader for shader cache
Change 3753426 by Michael.Dupuis
#jira UE-5751: Added the possibility to change material instance exposed params at runtime using a MID for texture, vector and scalar for 1 component or all components
Change 3753440 by Alexis.Matte
Fix fbx scene importer morph target import crash
#jira UE-52255
Change 3753457 by Michael.Dupuis
build fix
Change 3753700 by Chris.Bunner
Make GetSharedInput preview fallback always available in editor as this should handle previews, thumbnails and other editor-only cases.
Refactor to remove duplicate code in material translator.
Material layer expressions are required for client load, fixes cooked builds using layer instances in the base material layer stack.
Change 3754760 by Chris.Bunner
Tidying up EngineTest/ShaderModels map.
Change 3754765 by Arciel.Rekman
Avoid placing tooltip windows under the cursor (UE-12288).
- Fixes inability to use some corners of the screen on Linux (the tooltips there aren't click-through).
Change 3754788 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3754933 by Christina.TempelaarL
Fixed typo in heightLerp (transistion->transition).
#jira UE-46736
Change 3754946 by Cody.Albert
Update loading movie code to properly calculate delta time when throttled at 60fps
Change 3755059 by Jamie.Dale
Fixed game preview language not updating in realtime while PIE was enabled
#jira UE-52209
Change 3755130 by Jamie.Dale
Fixed game preview language not updating from native when switching between preview languages
#jira UE-52348
Change 3755664 by Michael.Dupuis
Fixed compile warning
Change 3755714 by Yannick.Lange
Always allow capturing thumbnails from viewport.
This also hides the thumbnail editing UI when a thumbnail was captured from a viewport.
Change 3755944 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3756109 by Christina.TempelaarL
fixed FBX importer Import Textures tooltip, UMaterial -> Material in tooltip text
#jira UE-48389
Change 3756169 by Jamie.Dale
Added plural form pattern to SContentBrowser::GetPathText
Change 3756493 by Laz.Matech
Updating Localization content to further test InEditor Preview Language in UMG
#jira none
Change 3758336 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758947 by Jamie.Dale
Fixed cursor position regression in search boxes
This was caused by a call to SetText that was added in CL# 3627864
This caused the text to update as it was changed, which made the cursor jump to the end of the text and made it impossible to type in the middle of a search term.
This was done as a bound FText value had been passed to the InitalText of SSearchBox, which made the text resolution behave strangely. InitalText should always be a value, and SSearchBox now resolves any bindings during its constructor.
#jira UE-48874
Change 3759000 by Laz.Matech
Submitting the .PO file for CL 3756493
#jira none
Change 3759480 by Matt.Kuhlenschmidt
Safe guard against brush details crash
#jira UE-52278
Change 3759665 by Matt.Kuhlenschmidt
PR #4214: UE-52249: Use valid PreviewShadowsIndicatorMaterialName (Contributed by projectgheist)
Change 3761211 by Matt.Kuhlenschmidt
Remove the restriction that a level must be writable to be locked/unlocked.
Fixed duplicate icons being used by the level browser
Change 3761304 by Chris.Bunner
MaterialAttributeLayers graph node BaseMA input is no longer required.
Note: Requires "Use Preview Value" set to true on inputs.
Change 3761307 by Chris.Bunner
New material layers and blends will have "Use Preview Value" set to true by default to avoid the need for connected inputs - Missed file on previous commit.
Change 3761357 by Chris.Bunner
Renamed material shared input enum.
Change 3761419 by Chris.Bunner
Updating material layers automated test assets after recent changes.
Reverted some naming changes so existing screenshot tests can be reused.
Change 3762058 by tim.gautier
QAGame: Adding Material Layer assets for testing (Content/Materials/LayerFunction)
Change 3763328 by Matt.Kuhlenschmidt
Fix Slate warning at editor startup
Change 3763354 by Alexis.Matte
Fix skeletal mesh material assign when reducing a LOD that was import from a file using simplygon reduction
#jira UE-52505
Change 3763501 by Matt.Kuhlenschmidt
Prevent shared asset thumbnail pools from having their resources forcefully released when they are in use. ReleaseResources is now private and only called on destruction of the pool
Change 3763574 by Matt.Kuhlenschmidt
Fix slate material box brushes not being keyed off image size
#jira UE-40219
Change 3763678 by Jamie.Dale
Disable realtime level editor viewport if running under remote desktop
This makes the main editor window much more responsive by default under remote desktop
Change 3763679 by Jamie.Dale
Added asset caching metrics for the loc gather
Change 3763693 by Matt.Kuhlenschmidt
Changed the code that activates the actor details tab when selection changes to a flash. There are simply too many things that change the selection and steal focus away from a tab being used
#jira UE-51754
Change 3763826 by Michael.Dupuis
Fixed Fortnite cooking crash
Change 3763864 by Harrison.Moore
Adding New Default 'LayerBlend' assets
Change 3764028 by Christina.TempelaarL
#jira UE-47695 Auto LOD bug
Moved the sections dropdown to the LOD Picker category and modified Custom cb behavior, based on suggestions from charlie.
Change 3764031 by Christina.TempelaarL
#jira UE-47695 Auto LOD in StaticMeshViewer
moved LOD combo widget to LOD picker category and hide custom checkboxes until custom checked.
Change 3764076 by tim.gautier
QAGame: Submitting UMG_Multitouch_test for initial Multitouch testing
Change 3764263 by Matt.Kuhlenschmidt
Fix the floor mesh thumbnail
Change 3764284 by Chris.Bunner
Removing some asserts for cases that can validly fail and are already handled.
Change 3764372 by Matt.Kuhlenschmidt
PR #4196: Show edit icons in editor (Contributed by projectgheist)
Change 3764388 by Chris.Bunner
Fixing logic for material, function and instance updating active materials and instances and their editors.
Change 3764674 by Harrison.Moore
test materials added, Blend updates
Change 3764681 by Harrison.Moore
Adding HMtest map
Change 3766238 by Chris.Bunner
Material layer callers need to let their internal material function calls update their inputs/outputs.
Change 3766556 by Jamie.Dale
Fixed crashes that could happen if some of the data table panels were closed
We now always create the underlying widgets, even if they're currently hidden from view
#jira UE-52552
Change 3767753 by Chris.Bunner
When rebuilding a material function instance editor we must re-create and re-apply the proxies as the expressions have likely changed. Take care to maintain local parameter changes as these have not been saved yet.
Change 3768719 by Michael.Dupuis
#jira UE-52521: Prevent possible crash if a segment have no point or invalid point
Change 3769157 by Jamie.Dale
Fixed incorrect text selection if selecting via double click beyond the bounds of the line
It would previously select the second to last word, rather than the last word
#jira UE-51609
Change 3769159 by Harrison.Moore
Belica Test update, New layer blends updated with texture type fix.
Change 3769205 by Jamie.Dale
Fixed Windows file save dialog not appending the correct extension when there were multiple options available
#jira UE-52180
Change 3769220 by Harrison.Moore
Layer blend tweaks
Change 3769292 by Jamie.Dale
Removing redundant code
Applying the correct package ID, only to then strip it off again is rather pointless
Change 3769479 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows.
Change 3769920 by Arciel.Rekman
Linux: convert yet another initialization crash to a user-friendly message (UE-52457).
#jira UE-52457
Change 3771055 by Alexis.Matte
Make sure we set the Used by morph target material flag to material use by the morphtarget instead of all skinned mesh component
Use the morph vertex factory only for section that has active morph target
#jira UE-51483
Change 3771135 by Michael.Dupuis
Fixed fortnite cooking
Change 3773054 by Yannick.Lange
Avoid loading viewport interaction assets when starting the editor.
Change 3774184 by Arciel.Rekman
Linux: disabled some gdb visualizers until the issue is fixed.
- CL 3773942 by CengizT.
Change 3774303 by Matt.Kuhlenschmidt
Pull requests to fix various typos
Change 3774305 by Matt.Kuhlenschmidt
PR #4237: Visual Studio Repeatedly Opens (UE-51608) (Contributed by LordNed)
#jira UE-51608
Change 3774701 by Arciel.Rekman
OpenGL: fix ARB callback errors when hitting Build Lighting.
- Merged from 4.18 shelf.
Change 3775812 by Matt.Kuhlenschmidt
Fix One-off crash undo-ing while working with Material Params / Material Functions
#jira UE-52680
Change 3775849 by Matt.Kuhlenschmidt
More info for UE-52610
Change 3775850 by Matt.Kuhlenschmidt
Guard against mesh paint crashes
#jira UE-52618
Change 3775904 by Matt.Kuhlenschmidt
Added logging to track down window shutdown issues
Change 3775913 by Matt.Kuhlenschmidt
Pull requests for typos
#jira UE-52751, UE-52748
Change 3776676 by Jamie.Dale
Fixed being able to insert tabs into spin boxes with units
#jira UE-52776
Change 3777006 by Michael.Trepka
Process Mac windowDidBecomeMain and windowDidResignMain notifications immediately instead of deferring them. This solves issues with Slate code that closes and immediately opens new menu windows. Previously closing a window would schedule menu parent's activation event that could be processed after another menu's creation, making it immediately disappear.
#jira UE-52145
Change 3777170 by Arciel.Rekman
Linux: use Xft.dpi (most desktop environments expose their scale through that) as a DPI value (UE-52086, UE-52766).
- Change by Brandon.Schaefer.
- Limitation: no per-monitor DPI.
(Edigrating CL 3776509 //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777292 by Arciel.Rekman
Linux: fix symbol collision causing problems with AMD drivers (UE-51843).
- We cannot have elf_end() hidden, because libcuda.so calls elf_end from libnvidia-fatbinaryloader.so and this breaks linking monolithic binaries ("hidden symbol referenced in DSO").
- We cannot have elf_end() visible, because of a name collision with a different libelf used by AMD drivers.
- The only possible workaround is to have elf_end() renamed.
(Edigrating CL 3777242 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777686 by Joe.Conley
Blueprint editor variable type tooltips: fix case mismatch that was preventing type name to be displayed properly in soft object/class reference tooltips.
Change 3778180 by Jamie.Dale
Avoid a crash if a regex pattern or matcher outlive ICU during shutdown
#jira UE-52770
Change 3778182 by Jamie.Dale
Avoid a crash if a break iterator outlives ICU during shutdown
Change 3778368 by Jamie.Dale
Added missing pragma once
Change 3778560 by Matt.Kuhlenschmidt
Prevent non-shared DDC notification from triggering for epic internal builds
Change 3778709 by Lauren.Ridge
Copying 4.18.2 array reordering propagating to children fix (originally 3778547)
Change 3779205 by Lauren.Ridge
Duplicating 3776649 to fix a crash on compile due to partial GC of a widget.
#jira UE-52260
Change 3779217 by Brandon.Schaefer
GitHub #3678 Fix Setup.sh handling of special characters in PNG path
#jira UE-46103
Change 3779341 by Brandon.Schaefer
GitHub #3012 Use elemtry OS versions to set the ubuntu versions for depencies
#jira UE-39364
Change 3780274 by Joe.Conley
DataTables: Add documentation tooltips showing type information to header columns
Change 3780840 by Alexis.Matte
Do a re-import when user re-import LOD 0
Prevent importing more then MAX_SKELETAL_MESH_LODS
#jira UE-52373
Change 3781067 by Arciel.Rekman
Linux: fix OSSSteam cross-compilation (and CIS).
- Broken by previous change that put compile-time arguments into response file and bulk-replaced \ with /, which affected things like Definitions.Add("STEAM_SDK_VER_PATH=TEXT(\"Steam" + SteamVersion + "\")");
Change 3781110 by Christina.TempelaarL
#jira UE-47695 moved Static Mesh Editor LOD menu from tools to viewport tool bar
Change 3781531 by Christina.TempelaarL
#jira UE-47695 added LOD menu to Static Mesh Editor viewport
Change 3781663 by Alexis.Matte
Fix for cancel export fbx when previewing animation sequence export
#jira UE-49743
Change 3782007 by Jamie.Dale
Improved the ability to lockdown available game languages
In addition to the previous "DisabledCultures" array, you can now add an array of "EnabledCultures" (using the same per-build config filters) to explicitly list the cultures that are allowed to be used in your build (if the list is empty, then everything is allowed unless otherwise disabled).
This also stops the game from attempting to fallback to the native language if the native language has been disabled (we will fallback to the first available language instead).
Change 3782122 by Jordan.Walker
test assets for material layers
Change 3782131 by Joe.Graf
Added support for IOS and TVOS targets when generating CMake files on Mac
Change 3782218 by Christina.TempelaarL
fixing include paths and capitalization causing build errors.
Change 3783171 by Michael.Dupuis
Added the possibility to override default LOD rules for visible primitive and whole scene shadow casting primitive
Added the possibility to store Custom data per view for the frame duration
Change 3783172 by Michael.Dupuis
#jira UE-35097 : Refactored landscape rendering logic to improve general performance while using new custom data and custom lod feature
Exposed many new settings to control component using sub sections rendering, tessellated component, shadow should be include into tessellation, tessellation falloff based on camera location
Changed how LOD distribution is done to be in screen size instead of distance.
Give the possibility to have a different distribution for LOD0 vs the other one.
Change 3783174 by Michael.Dupuis
missing file to landscape refactor
Change 3783315 by Lauren.Ridge
Changing a parameter in the Material Parameter Panel now dirties the material correctly.
Changing a layer parameter in the Material Instance Editor now refreshes the details panel as well.
Change 3783374 by Chris.Bunner
Adding MaterialSharedInputCollection to hidden list when MaterialLayers disabled.
Change 3783617 by Chris.Bunner
Added a Channel Mask material expression parameter. Wraps up a vector parameter and dot product with a single channel selection interface, internally a regular vector parameter.
Fixed GetSharedInput failing to return the preview texture in the Function Instance editor.
Change 3783676 by Lauren.Ridge
Adding access to a material function instance's parent in the Material Instance Editor
Change 3783751 by Michael.Trepka
PR #4248: Fixed C++ std in generated Xcode project to match rest of engine (C++14) (Contributed by Bo98)
Change 3783971 by Brandon.Schaefer
Rename/Move all deploy/Deploy folder/files into AlembicDeploy. Due to case sensitivity on linux, need to maintain the correct case.
#jira UE-37631
Change 3783992 by Michael.Dupuis
#jira UE-35097: Remove tessellation on editor tools
Fixed a case where tessellation multiplier at 0 would cause the component to not be visible
Fixed minor tessellation falloff calculation error
Change 3784502 by Chris.Bunner
Restored missing bool setter.
Coding standards fix.
Change 3784614 by Arciel.Rekman
Linux: better error message when running out of inotify watches (UE-50459).
#jira UE-50459
Change 3784620 by Chris.Bunner
Updated LayerBlend_TextureMask to use new ChannelMask parameter.
Change 3784725 by Lauren.Ridge
Fixing groups not sorting correctly
Change 3785645 by Chris.Bunner
Non-editor compile fix.
Change 3785666 by Arciel.Rekman
Linux: restore ability to use Wayland instead of X11.
- SDL libs recompiled and Wayland version is set to lower one to be compatible with the compositor shipped on Ubuntu 16.04 LTS
- Change by Anthony.Bills.
Change 3785708 by Arciel.Rekman
Linux: implement voice capture using SDL (non-server only) (UE-51298).
- Based on pull request #4131 by mkirzinger.
Change 3785878 by Arciel.Rekman
UBT: add VSCode to default generators on Linux.
Change 3786058 by Arciel.Rekman
Do not add dependencies on other RHIs for servers (UE-48894).
- Pull request #3944 contributed by pfoote.
#jira UE-48894
Change 3786845 by Arciel.Rekman
Code changes to make gcc support easier (UE-51978).
- Contributed by a licensee (pull request #4181 by tomwardio "Collection of fixes to allow UE4 to be compiled by GCC on Linux").
Change 3786871 by Matt.Kuhlenschmidt
Fix static analysis
Change 3786883 by Matt.Kuhlenschmidt
Fix HTML5
Change 3786923 by Matt.Kuhlenschmidt
Fix engine layer blend asset referencing game content. This is not allowed
#jira UE-52888
Change 3786927 by Brandon.Schaefer
Linux: Alembic support
#jira: UE-37631
Change 3786994 by Arciel.Rekman
Remove support for /-prefixed switches (UE-47429).
- They collide with absolute file paths on Mac/Linux and a source of inconsistencies between platforms.
#jira UE-47429
Change 3787032 by Michael.Trepka
Initial support for building and running Niagara on Mac
Change 3787035 by Brandon.Schaefer
GitHub #4166 Undef GL entrypoint macros after use
#jira UE-51663
Change 3787144 by Lauren.Ridge
Fixing material parameter group association resetting after undo
#jira UE-52514
Change 3787839 by Jordan.Walker
updated engine level layer blends to not include game content
switched them to use Chris B's new mask selection node
Change 3787967 by Lauren.Ridge
Fix for broken layer groups, related crash
Change 3787991 by Lauren.Ridge
Fixing thumbnails for material function instances, resolving not being able to delete new function instances
#jira UE-52967
Change 3788226 by Michael.Trepka
Fixed a deadlock when closing Mac CrashReportClient which resulted from changes in CL 3777006
#jira UE-53002
Change 3788557 by Brandon.Schaefer
Fix shadow compiler warnings around our includes
Change 3789700 by Lauren.Ridge
Experimental setting for turning on Material Layers - off by default.
Change 3789703 by Jamie.Dale
Harden the LocMeta and LocRes loading to prevent loading files that are too new
Change 3789706 by Jamie.Dale
Added localization ID to the package summary
This will allow the localization gatherer to query it without having to load the entire package
Change 3789708 by Jamie.Dale
Added a way to display and reset the package localization ID via the Content Browser
Change 3789709 by Jamie.Dale
Added warning for duplicate package localization IDs when gathering asset localization
Change 3789713 by Jamie.Dale
Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph
Change 3789736 by Christina.TempelaarL
Fixed recently-introduced StaticMeshEditor bug - changing LOD dropdown menu selection was not changing LOD sections category.
Change 3789853 by Chris.Bunner
Material instances should return overridden values when the caller is requesting the default, not leaving the request to fall through to the base material.
#jira UE-52796
Change 3790185 by Brandon.Schaefer
Add better error handling when using new SDK for linux on windows.
#jira UE-50527
Change 3790195 by Jamie.Dale
Fixed line-ending inconsistency when retrieving rich-text
We were using LINE_TERMINATOR when getting the offsets, but \n when getting the text
Change 3790473 by Chris.Bunner
When finding expression by GUID, only return FunctionCall result if expression was found. Fixes cases where searched-for expression is after a FunctionCall in the expressions list.
#jira UE-52729
Change 3790650 by Arciel.Rekman
UBT: Linux: print build details first before refusing to build.
- Tweak to the previous feature that we forgot.
Change 3790681 by Arciel.Rekman
UBT: Linux: tweaks to wording (SDK -> toolchain).
Change 3791459 by Brandon.Schaefer
Linux: libcurl rebuild for version 7.57
#jira OGS-870
Change 3791533 by Arciel.Rekman
Better error messaging when UMB is unusable (UE-50658).
- Should be replaced by a better fix, but merging this workaround in case the better fix will not be done in time for 4.19.
(Edigrating CL 3789387, 3789787 from Release-4.18 to Dev-Editor)
Change 3791885 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53097
Change 3791910 by Brandon.Schaefer
Fix for not using proper libraries on x86_64 for libcurl
#jira OGS-870
Change 3792017 by Jamie.Dale
Fixed a conflict between the path settings and favorite settings
Change 3792022 by Jamie.Dale
Fixed a crash that could happen when performing ARO on the property chains of a struct
#jira UE-52999
Change 3792025 by Jamie.Dale
Changed package summary localization ID to be versioned by the object version to avoid changing data in unversioned cooked assets
Change 3792066 by Michael.Dupuis
#jira UE-5751: Fixed possible crash when using dynamic matrial instance
Added missing shaders for landscape when using tessellation
Change 3792718 by Arciel.Rekman
OpenGL: bringing back Windows workarounds to unblock copy-up (UE-52534).
#jira UE-52534
Change 3793018 by Mike.Erwin
new glTF importer plugin
Import StaticMesh, Material, and Texture assets from the Khronos glTF 2.0 format. Text (.gltf) and binary (.glb) files are supported.
Limitations:
- There is no options UI. All assets from the file are imported.
- The glTF format can describe animation and whole scenes, but the initial version of this plugin does not attempt either.
- Data encoded as Base64 data URI is not supported. This is uncommon but is part of the glTF spec.
#jira: UE-50695
Change 3793626 by Matt.Kuhlenschmidt
Logging for HTML5 issue
Change 3794034 by Matt.Kuhlenschmidt
Fix CIS
Change 3794271 by Michael.Dupuis
#jira UE-53133: Fxed shadow calculation when using non whole scene shadow
Change 3794273 by Chris.Bunner
Function call material nodes should be created with no outputs by default.
#jira UE-53127, UE-53128, UE-52616
Change 3794334 by Lina.Halper
- Fix animation reinitializing when just setting new animation with single node
- Deprecated GetScalarParameterDefault and replace that with GetScalarParameterDefaultValue
#jira: UE-52796
Change 3794338 by Michael.Dupuis
Fixed lod visual popping when texture mip used for landscape is not ready
Change 3794350 by Mike.Erwin
Fix glTF importer header includes.
Build was failing on Linux.
Change 3794357 by Michael.Dupuis
#jira UE-53166: buildfix: removed phase 2 landscape optim leftover...
Change 3794549 by Michael.Dupuis
#jira UE-53166 : fixed compile error
Change 3794755 by Matt.Kuhlenschmidt
Fix automation warning
Change 3794910 by Lina.Halper
Change material default value to be red to keep the behavior same.
- Previous code was getting default value of parent, which was wrong, but now since we're grabbing correct value, it's not doing what it meant to do. Changed content to keep same value as parent as default.
Change 3795296 by Mike.Erwin
glTF: fix Linux build errors
A variable was being shadowed.
The other errors are due to an obscure corner of the C++ spec which clang enforces.
https://stackoverflow.com/questions/21900237/do-i-really-need-to-implement-user-provided-constructor-for-const-objects
#jira UE-53204
Change 3797313 by Chris.Bunner
Re-built lighting in Rendering/ShaderModels automated test map and updated failing screenshots.
#jira UE-53198
Change 3803962 by Jamie.Dale
Fixed struct instances not comparing against the correct default values when gathering for localization
Change 3804771 by Michael.Dupuis
Back out changelist 3783171
Change 3804772 by Michael.Dupuis
Back out changelist 3783172
Change 3805258 by Michael.Dupuis
Added missing shader cache for landscape
Change 3806105 by Matt.Kuhlenschmidt
Disable harware benchmarking during automation tests, commandlets, and on the build machine
Change 3806438 by Michael.Dupuis
#jira UE-53228: Fixed rendering path of new landscape optim when using GDoInitViewsLightingAfterPrepass(used in Orion)
Change 3806577 by Matt.Kuhlenschmidt
Change plugin uploading to crash reporter to only do so in editor builds
Change 3806588 by Michael.Dupuis
Remove temp test version in landscape version
Change 3806900 by Jamie.Dale
Fixed 'inconsistent DLL linkage' error when using older versions of Python 2.7
#jira UE-53353
Change 3807125 by Jamie.Dale
Fixed UBT warning after Dev-Core merge
Change 3807299 by tim.gautier
QAGame: Checking in test asset M_LandscapeMaterial_Foliage, quicker repro for UE-53442
[CL 3807911 by Matt Kuhlenschmidt in Main branch]
2017-12-14 10:07:13 -05:00
}
CollectGarbage ( GARBAGE_COLLECTION_KEEPFLAGS ) ;
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
}
}
2014-10-09 12:34:55 -04:00
}
}
else
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
TArray < UObject * > AssetsToSync ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
for ( auto ObjIt = SkeletonsOrSkeletalMeshes . CreateConstIterator ( ) ; ObjIt ; + + ObjIt )
2014-10-09 12:34:55 -04:00
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
USkeletalMesh * SkeletalMesh = nullptr ;
USkeleton * Skeleton = Cast < USkeleton > ( ObjIt - > Get ( ) ) ;
if ( Skeleton = = nullptr )
{
SkeletalMesh = CastChecked < USkeletalMesh > ( ObjIt - > Get ( ) ) ;
2020-11-25 11:17:08 -04:00
Skeleton = SkeletalMesh - > GetSkeleton ( ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
}
if ( Skeleton )
2014-10-09 12:34:55 -04:00
{
// Determine an appropriate name
FString Name ;
FString PackageName ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
CreateUniqueAssetName ( Skeleton - > GetOutermost ( ) - > GetName ( ) , DefaultSuffix , PackageName , Name ) ;
2014-10-09 12:34:55 -04:00
// Create the anim blueprint factory used to generate the asset
2015-02-03 05:40:57 -05:00
UAnimBlueprintFactory * Factory = NewObject < UAnimBlueprintFactory > ( ) ;
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
Factory - > TargetSkeleton = Skeleton ;
Factory - > PreviewSkeletalMesh = SkeletalMesh ;
2014-10-09 12:34:55 -04:00
FAssetToolsModule & AssetToolsModule = FModuleManager : : GetModuleChecked < FAssetToolsModule > ( " AssetTools " ) ;
UObject * NewAsset = AssetToolsModule . Get ( ) . CreateAsset ( Name , FPackageName : : GetLongPackagePath ( PackageName ) , UAnimBlueprint : : StaticClass ( ) , Factory ) ;
if ( NewAsset )
{
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3362413)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
2017-03-24 09:53:37 -04:00
AssetsToSync . Add ( NewAsset ) ;
2014-10-09 12:34:55 -04:00
}
}
}
if ( AssetCreated . IsBound ( ) )
{
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3807299)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3528776 by Yannick.Lange
Allow thumbnails to be captured from a viewport always.
#jira UE-45392
Change 3564359 by Yannick.Lange
Back out part of changelist 3528776: Revert allowing thumbnails to be captured from a viewport to fix UE-47827 & UE-47785.
#jira UE-47785, UE-47827
Change 3740671 by Matt.Kuhlenschmidt
Make the font editor canvas respect dpi scale
Change 3740810 by Josh.Engebretson
PR #4138: Log GenerateProjectFiles to file when using UVS (Contributed by projectgheist)
#jira UE-51358
Change 3740939 by Cody.Albert
Fixing some #ifdefs that should be #ifs
Change 3741089 by Alexis.Matte
Make sure bImportBoneTracks is set to true when importing into level
#jira UE-51999
Change 3741101 by Alexis.Matte
Fix the import material search
#jira UE-51857
Change 3741690 by Jamie.Dale
Guard against an invalid index in SLocalizationCommandletExecutor::Tick
#jira UE-52067
Change 3741710 by Jamie.Dale
Made a static variable also const
Change 3741724 by Michael.Dupuis
Added missing shader cache
Change 3742037 by Lauren.Ridge
Details panels can now "own" a color picker so a different details panel refreshing doesn't close it. Also fixed refreshing state of the graph after changing texture or color parameter values
Change 3742250 by Matt.Kuhlenschmidt
PR #4185: Output Log Filter tooltip shows %s instead of category. (Contributed by LordNed)
Change 3742308 by Lauren.Ridge
Adding axis input to the material editor's viewport client
Change 3742380 by Matt.Kuhlenschmidt
USD importer improvements
- USD now stores source file information for reimports
- Fixed bug where no geometry would be imported if an exporter had set a time code even without animated data
- Prevent a crash if a mesh doesnt have enough valid data to be imported
Change 3742536 by Matt.Kuhlenschmidt
Remove usd wrapper test project
Change 3743564 by Alexis.Matte
Fix skeletal mesh screen size auto set value when importing a LOD
#test none
#jira UE-52100
Change 3743582 by Lauren.Ridge
Fixing non-desktop compiles
Change 3743598 by Lauren.Ridge
Fixing shadowed variable by renaming the global color picker weak ptr variable.
Change 3743636 by Lauren.Ridge
Creating a new parameter immediately allows naming
Change 3743855 by Michael.Dupuis
Added missing shader from cache
Change 3744277 by Lauren.Ridge
Don't show empty Global group if it only contained the material layer param.
Change 3744330 by Lauren.Ridge
Clarifying "no parameter" text
Change 3744529 by Lauren.Ridge
Making Save to Child and Save To Sibling buttons work for material layer params, show on material layer param panel
Change 3744668 by Chris.Bunner
Added shared layer input collection asset, a list of float/texture redirectors that allow setting globally in a material graph then retrieving within layer/blend graphs.
Added output for number of unique shaders generated by a particular material instance.
Show instruction counts when working on a material layer.
Relaxed restrictions on material layers, base MA input is now optional.
#jira UETOOL-1271, UETOOL-1278, UETOOL-1279
Change 3744669 by Chris.Bunner
Added automated test for material layers, layer/blend instances and shared inputs.
Change 3744754 by Laz.Matech
Adding localization data to QAGame for the Realtime Preview localization test.
#jira none
Change 3744860 by Michael.Dupuis
#jira UE-52049 : Do not update random stream in most case, only when adding new instances, or filling from built data
Change 3744965 by Chris.Bunner
Rebuilt lighting in automated test map and updated reflection capture screenshot.
Change 3746015 by Michael.Dupuis
#jira UE-52090: Added missing shader for forward rendering
Change 3746038 by Michael.Dupuis
#jira UE-51494: Make sure index is valid for this instance as instances from template and instance could mismatch due to in level changes
Change 3746076 by Michael.Dupuis
Removed unused code
Change 3746998 by Tim.Gautier
QAGame: - Renamed UMG_RealtimePreview > UMG_InEditorPreview
- Moved UMG_InEditorPreview into UMG > Localization, setting up for future Localization tests
Change 3747206 by Arciel.Rekman
Linux: make UI scale more coarse to prevent unnecessary scaling (UE-52086).
- Monitors whose physical dimensions fall in range of 80-110 DPI should still have scale=1.0.
(Edigrating CL 3740942 from Release-4.18 to Dev-Editor)
Change 3747211 by Arciel.Rekman
Make failure to launch SCW more apparent to the user (UE-47263).
- Fixes frequent crash on Linux.
(Merging 3747070 from Release-4.18 to Dev-Editor)
Change 3747726 by Tim.Gautier
QAGame: Resubmitting updated Loc files
Change 3747872 by Tim.Gautier
QAGame: Resubmitting compiled Loc assets
Change 3748118 by Lauren.Ridge
Adding help text to the material layers preview tab
Change 3748398 by Lauren.Ridge
Fixing tooltips for the material layer read-only preview
Change 3748565 by Arciel.Rekman
Linux: fix RHIs settings being wrong when removed via project properties (UE-51203).
- This was a deeper issue with config system than just Linux RHIs.
- This is a better fix than one submitted to 4.18 branch in CL 3747086.
Change 3749441 by Matt.Kuhlenschmidt
PR #4201: Fix a typo in a comment. (Contributed by dneelyep)
Change 3749442 by Matt.Kuhlenschmidt
PR #4195: Incorrect specifier used for FText::Format (Contributed by projectgheist)
Change 3749496 by Matt.Kuhlenschmidt
Fix static analysis
Change 3749805 by Lauren.Ridge
Fixing reset to default on MaterialLayerParam in base material
Change 3749838 by Lauren.Ridge
Also correctly resetting names and layer states
Change 3750442 by Mieszko.Zielinski
Added a safety check which addresses the crash #UE4
Note that this is a temp fix. A proper fix is making sure ConvexShapeIndices doesn't contain any duplicates and will be inplemented in Dev-Framework.
#jira UE-52123
Change 3752266 by Arciel.Rekman
OpenGL: remove PLATFORM_WINDOWS exceptions.
- Discrepancy in behavior between Windows and Linux OpenGL is unhelpful for bug reproducibility.
- VAB bug should have been fixed long ago (on both platforms).
Change 3752929 by Arciel.Rekman
Linux: avoid crashing on unknown drivers.
- See https://answers.unrealengine.com/questions/724100/crashes-on-startup-after-first-run.html
- Checks in IsDeviceIntel() and such fail if the drivers were not detected.
Change 3753254 by Michael.Dupuis
Added missing shader for shader cache
Change 3753426 by Michael.Dupuis
#jira UE-5751: Added the possibility to change material instance exposed params at runtime using a MID for texture, vector and scalar for 1 component or all components
Change 3753440 by Alexis.Matte
Fix fbx scene importer morph target import crash
#jira UE-52255
Change 3753457 by Michael.Dupuis
build fix
Change 3753700 by Chris.Bunner
Make GetSharedInput preview fallback always available in editor as this should handle previews, thumbnails and other editor-only cases.
Refactor to remove duplicate code in material translator.
Material layer expressions are required for client load, fixes cooked builds using layer instances in the base material layer stack.
Change 3754760 by Chris.Bunner
Tidying up EngineTest/ShaderModels map.
Change 3754765 by Arciel.Rekman
Avoid placing tooltip windows under the cursor (UE-12288).
- Fixes inability to use some corners of the screen on Linux (the tooltips there aren't click-through).
Change 3754788 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3754933 by Christina.TempelaarL
Fixed typo in heightLerp (transistion->transition).
#jira UE-46736
Change 3754946 by Cody.Albert
Update loading movie code to properly calculate delta time when throttled at 60fps
Change 3755059 by Jamie.Dale
Fixed game preview language not updating in realtime while PIE was enabled
#jira UE-52209
Change 3755130 by Jamie.Dale
Fixed game preview language not updating from native when switching between preview languages
#jira UE-52348
Change 3755664 by Michael.Dupuis
Fixed compile warning
Change 3755714 by Yannick.Lange
Always allow capturing thumbnails from viewport.
This also hides the thumbnail editing UI when a thumbnail was captured from a viewport.
Change 3755944 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3756109 by Christina.TempelaarL
fixed FBX importer Import Textures tooltip, UMaterial -> Material in tooltip text
#jira UE-48389
Change 3756169 by Jamie.Dale
Added plural form pattern to SContentBrowser::GetPathText
Change 3756493 by Laz.Matech
Updating Localization content to further test InEditor Preview Language in UMG
#jira none
Change 3758336 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758947 by Jamie.Dale
Fixed cursor position regression in search boxes
This was caused by a call to SetText that was added in CL# 3627864
This caused the text to update as it was changed, which made the cursor jump to the end of the text and made it impossible to type in the middle of a search term.
This was done as a bound FText value had been passed to the InitalText of SSearchBox, which made the text resolution behave strangely. InitalText should always be a value, and SSearchBox now resolves any bindings during its constructor.
#jira UE-48874
Change 3759000 by Laz.Matech
Submitting the .PO file for CL 3756493
#jira none
Change 3759480 by Matt.Kuhlenschmidt
Safe guard against brush details crash
#jira UE-52278
Change 3759665 by Matt.Kuhlenschmidt
PR #4214: UE-52249: Use valid PreviewShadowsIndicatorMaterialName (Contributed by projectgheist)
Change 3761211 by Matt.Kuhlenschmidt
Remove the restriction that a level must be writable to be locked/unlocked.
Fixed duplicate icons being used by the level browser
Change 3761304 by Chris.Bunner
MaterialAttributeLayers graph node BaseMA input is no longer required.
Note: Requires "Use Preview Value" set to true on inputs.
Change 3761307 by Chris.Bunner
New material layers and blends will have "Use Preview Value" set to true by default to avoid the need for connected inputs - Missed file on previous commit.
Change 3761357 by Chris.Bunner
Renamed material shared input enum.
Change 3761419 by Chris.Bunner
Updating material layers automated test assets after recent changes.
Reverted some naming changes so existing screenshot tests can be reused.
Change 3762058 by tim.gautier
QAGame: Adding Material Layer assets for testing (Content/Materials/LayerFunction)
Change 3763328 by Matt.Kuhlenschmidt
Fix Slate warning at editor startup
Change 3763354 by Alexis.Matte
Fix skeletal mesh material assign when reducing a LOD that was import from a file using simplygon reduction
#jira UE-52505
Change 3763501 by Matt.Kuhlenschmidt
Prevent shared asset thumbnail pools from having their resources forcefully released when they are in use. ReleaseResources is now private and only called on destruction of the pool
Change 3763574 by Matt.Kuhlenschmidt
Fix slate material box brushes not being keyed off image size
#jira UE-40219
Change 3763678 by Jamie.Dale
Disable realtime level editor viewport if running under remote desktop
This makes the main editor window much more responsive by default under remote desktop
Change 3763679 by Jamie.Dale
Added asset caching metrics for the loc gather
Change 3763693 by Matt.Kuhlenschmidt
Changed the code that activates the actor details tab when selection changes to a flash. There are simply too many things that change the selection and steal focus away from a tab being used
#jira UE-51754
Change 3763826 by Michael.Dupuis
Fixed Fortnite cooking crash
Change 3763864 by Harrison.Moore
Adding New Default 'LayerBlend' assets
Change 3764028 by Christina.TempelaarL
#jira UE-47695 Auto LOD bug
Moved the sections dropdown to the LOD Picker category and modified Custom cb behavior, based on suggestions from charlie.
Change 3764031 by Christina.TempelaarL
#jira UE-47695 Auto LOD in StaticMeshViewer
moved LOD combo widget to LOD picker category and hide custom checkboxes until custom checked.
Change 3764076 by tim.gautier
QAGame: Submitting UMG_Multitouch_test for initial Multitouch testing
Change 3764263 by Matt.Kuhlenschmidt
Fix the floor mesh thumbnail
Change 3764284 by Chris.Bunner
Removing some asserts for cases that can validly fail and are already handled.
Change 3764372 by Matt.Kuhlenschmidt
PR #4196: Show edit icons in editor (Contributed by projectgheist)
Change 3764388 by Chris.Bunner
Fixing logic for material, function and instance updating active materials and instances and their editors.
Change 3764674 by Harrison.Moore
test materials added, Blend updates
Change 3764681 by Harrison.Moore
Adding HMtest map
Change 3766238 by Chris.Bunner
Material layer callers need to let their internal material function calls update their inputs/outputs.
Change 3766556 by Jamie.Dale
Fixed crashes that could happen if some of the data table panels were closed
We now always create the underlying widgets, even if they're currently hidden from view
#jira UE-52552
Change 3767753 by Chris.Bunner
When rebuilding a material function instance editor we must re-create and re-apply the proxies as the expressions have likely changed. Take care to maintain local parameter changes as these have not been saved yet.
Change 3768719 by Michael.Dupuis
#jira UE-52521: Prevent possible crash if a segment have no point or invalid point
Change 3769157 by Jamie.Dale
Fixed incorrect text selection if selecting via double click beyond the bounds of the line
It would previously select the second to last word, rather than the last word
#jira UE-51609
Change 3769159 by Harrison.Moore
Belica Test update, New layer blends updated with texture type fix.
Change 3769205 by Jamie.Dale
Fixed Windows file save dialog not appending the correct extension when there were multiple options available
#jira UE-52180
Change 3769220 by Harrison.Moore
Layer blend tweaks
Change 3769292 by Jamie.Dale
Removing redundant code
Applying the correct package ID, only to then strip it off again is rather pointless
Change 3769479 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows.
Change 3769920 by Arciel.Rekman
Linux: convert yet another initialization crash to a user-friendly message (UE-52457).
#jira UE-52457
Change 3771055 by Alexis.Matte
Make sure we set the Used by morph target material flag to material use by the morphtarget instead of all skinned mesh component
Use the morph vertex factory only for section that has active morph target
#jira UE-51483
Change 3771135 by Michael.Dupuis
Fixed fortnite cooking
Change 3773054 by Yannick.Lange
Avoid loading viewport interaction assets when starting the editor.
Change 3774184 by Arciel.Rekman
Linux: disabled some gdb visualizers until the issue is fixed.
- CL 3773942 by CengizT.
Change 3774303 by Matt.Kuhlenschmidt
Pull requests to fix various typos
Change 3774305 by Matt.Kuhlenschmidt
PR #4237: Visual Studio Repeatedly Opens (UE-51608) (Contributed by LordNed)
#jira UE-51608
Change 3774701 by Arciel.Rekman
OpenGL: fix ARB callback errors when hitting Build Lighting.
- Merged from 4.18 shelf.
Change 3775812 by Matt.Kuhlenschmidt
Fix One-off crash undo-ing while working with Material Params / Material Functions
#jira UE-52680
Change 3775849 by Matt.Kuhlenschmidt
More info for UE-52610
Change 3775850 by Matt.Kuhlenschmidt
Guard against mesh paint crashes
#jira UE-52618
Change 3775904 by Matt.Kuhlenschmidt
Added logging to track down window shutdown issues
Change 3775913 by Matt.Kuhlenschmidt
Pull requests for typos
#jira UE-52751, UE-52748
Change 3776676 by Jamie.Dale
Fixed being able to insert tabs into spin boxes with units
#jira UE-52776
Change 3777006 by Michael.Trepka
Process Mac windowDidBecomeMain and windowDidResignMain notifications immediately instead of deferring them. This solves issues with Slate code that closes and immediately opens new menu windows. Previously closing a window would schedule menu parent's activation event that could be processed after another menu's creation, making it immediately disappear.
#jira UE-52145
Change 3777170 by Arciel.Rekman
Linux: use Xft.dpi (most desktop environments expose their scale through that) as a DPI value (UE-52086, UE-52766).
- Change by Brandon.Schaefer.
- Limitation: no per-monitor DPI.
(Edigrating CL 3776509 //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777292 by Arciel.Rekman
Linux: fix symbol collision causing problems with AMD drivers (UE-51843).
- We cannot have elf_end() hidden, because libcuda.so calls elf_end from libnvidia-fatbinaryloader.so and this breaks linking monolithic binaries ("hidden symbol referenced in DSO").
- We cannot have elf_end() visible, because of a name collision with a different libelf used by AMD drivers.
- The only possible workaround is to have elf_end() renamed.
(Edigrating CL 3777242 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777686 by Joe.Conley
Blueprint editor variable type tooltips: fix case mismatch that was preventing type name to be displayed properly in soft object/class reference tooltips.
Change 3778180 by Jamie.Dale
Avoid a crash if a regex pattern or matcher outlive ICU during shutdown
#jira UE-52770
Change 3778182 by Jamie.Dale
Avoid a crash if a break iterator outlives ICU during shutdown
Change 3778368 by Jamie.Dale
Added missing pragma once
Change 3778560 by Matt.Kuhlenschmidt
Prevent non-shared DDC notification from triggering for epic internal builds
Change 3778709 by Lauren.Ridge
Copying 4.18.2 array reordering propagating to children fix (originally 3778547)
Change 3779205 by Lauren.Ridge
Duplicating 3776649 to fix a crash on compile due to partial GC of a widget.
#jira UE-52260
Change 3779217 by Brandon.Schaefer
GitHub #3678 Fix Setup.sh handling of special characters in PNG path
#jira UE-46103
Change 3779341 by Brandon.Schaefer
GitHub #3012 Use elemtry OS versions to set the ubuntu versions for depencies
#jira UE-39364
Change 3780274 by Joe.Conley
DataTables: Add documentation tooltips showing type information to header columns
Change 3780840 by Alexis.Matte
Do a re-import when user re-import LOD 0
Prevent importing more then MAX_SKELETAL_MESH_LODS
#jira UE-52373
Change 3781067 by Arciel.Rekman
Linux: fix OSSSteam cross-compilation (and CIS).
- Broken by previous change that put compile-time arguments into response file and bulk-replaced \ with /, which affected things like Definitions.Add("STEAM_SDK_VER_PATH=TEXT(\"Steam" + SteamVersion + "\")");
Change 3781110 by Christina.TempelaarL
#jira UE-47695 moved Static Mesh Editor LOD menu from tools to viewport tool bar
Change 3781531 by Christina.TempelaarL
#jira UE-47695 added LOD menu to Static Mesh Editor viewport
Change 3781663 by Alexis.Matte
Fix for cancel export fbx when previewing animation sequence export
#jira UE-49743
Change 3782007 by Jamie.Dale
Improved the ability to lockdown available game languages
In addition to the previous "DisabledCultures" array, you can now add an array of "EnabledCultures" (using the same per-build config filters) to explicitly list the cultures that are allowed to be used in your build (if the list is empty, then everything is allowed unless otherwise disabled).
This also stops the game from attempting to fallback to the native language if the native language has been disabled (we will fallback to the first available language instead).
Change 3782122 by Jordan.Walker
test assets for material layers
Change 3782131 by Joe.Graf
Added support for IOS and TVOS targets when generating CMake files on Mac
Change 3782218 by Christina.TempelaarL
fixing include paths and capitalization causing build errors.
Change 3783171 by Michael.Dupuis
Added the possibility to override default LOD rules for visible primitive and whole scene shadow casting primitive
Added the possibility to store Custom data per view for the frame duration
Change 3783172 by Michael.Dupuis
#jira UE-35097 : Refactored landscape rendering logic to improve general performance while using new custom data and custom lod feature
Exposed many new settings to control component using sub sections rendering, tessellated component, shadow should be include into tessellation, tessellation falloff based on camera location
Changed how LOD distribution is done to be in screen size instead of distance.
Give the possibility to have a different distribution for LOD0 vs the other one.
Change 3783174 by Michael.Dupuis
missing file to landscape refactor
Change 3783315 by Lauren.Ridge
Changing a parameter in the Material Parameter Panel now dirties the material correctly.
Changing a layer parameter in the Material Instance Editor now refreshes the details panel as well.
Change 3783374 by Chris.Bunner
Adding MaterialSharedInputCollection to hidden list when MaterialLayers disabled.
Change 3783617 by Chris.Bunner
Added a Channel Mask material expression parameter. Wraps up a vector parameter and dot product with a single channel selection interface, internally a regular vector parameter.
Fixed GetSharedInput failing to return the preview texture in the Function Instance editor.
Change 3783676 by Lauren.Ridge
Adding access to a material function instance's parent in the Material Instance Editor
Change 3783751 by Michael.Trepka
PR #4248: Fixed C++ std in generated Xcode project to match rest of engine (C++14) (Contributed by Bo98)
Change 3783971 by Brandon.Schaefer
Rename/Move all deploy/Deploy folder/files into AlembicDeploy. Due to case sensitivity on linux, need to maintain the correct case.
#jira UE-37631
Change 3783992 by Michael.Dupuis
#jira UE-35097: Remove tessellation on editor tools
Fixed a case where tessellation multiplier at 0 would cause the component to not be visible
Fixed minor tessellation falloff calculation error
Change 3784502 by Chris.Bunner
Restored missing bool setter.
Coding standards fix.
Change 3784614 by Arciel.Rekman
Linux: better error message when running out of inotify watches (UE-50459).
#jira UE-50459
Change 3784620 by Chris.Bunner
Updated LayerBlend_TextureMask to use new ChannelMask parameter.
Change 3784725 by Lauren.Ridge
Fixing groups not sorting correctly
Change 3785645 by Chris.Bunner
Non-editor compile fix.
Change 3785666 by Arciel.Rekman
Linux: restore ability to use Wayland instead of X11.
- SDL libs recompiled and Wayland version is set to lower one to be compatible with the compositor shipped on Ubuntu 16.04 LTS
- Change by Anthony.Bills.
Change 3785708 by Arciel.Rekman
Linux: implement voice capture using SDL (non-server only) (UE-51298).
- Based on pull request #4131 by mkirzinger.
Change 3785878 by Arciel.Rekman
UBT: add VSCode to default generators on Linux.
Change 3786058 by Arciel.Rekman
Do not add dependencies on other RHIs for servers (UE-48894).
- Pull request #3944 contributed by pfoote.
#jira UE-48894
Change 3786845 by Arciel.Rekman
Code changes to make gcc support easier (UE-51978).
- Contributed by a licensee (pull request #4181 by tomwardio "Collection of fixes to allow UE4 to be compiled by GCC on Linux").
Change 3786871 by Matt.Kuhlenschmidt
Fix static analysis
Change 3786883 by Matt.Kuhlenschmidt
Fix HTML5
Change 3786923 by Matt.Kuhlenschmidt
Fix engine layer blend asset referencing game content. This is not allowed
#jira UE-52888
Change 3786927 by Brandon.Schaefer
Linux: Alembic support
#jira: UE-37631
Change 3786994 by Arciel.Rekman
Remove support for /-prefixed switches (UE-47429).
- They collide with absolute file paths on Mac/Linux and a source of inconsistencies between platforms.
#jira UE-47429
Change 3787032 by Michael.Trepka
Initial support for building and running Niagara on Mac
Change 3787035 by Brandon.Schaefer
GitHub #4166 Undef GL entrypoint macros after use
#jira UE-51663
Change 3787144 by Lauren.Ridge
Fixing material parameter group association resetting after undo
#jira UE-52514
Change 3787839 by Jordan.Walker
updated engine level layer blends to not include game content
switched them to use Chris B's new mask selection node
Change 3787967 by Lauren.Ridge
Fix for broken layer groups, related crash
Change 3787991 by Lauren.Ridge
Fixing thumbnails for material function instances, resolving not being able to delete new function instances
#jira UE-52967
Change 3788226 by Michael.Trepka
Fixed a deadlock when closing Mac CrashReportClient which resulted from changes in CL 3777006
#jira UE-53002
Change 3788557 by Brandon.Schaefer
Fix shadow compiler warnings around our includes
Change 3789700 by Lauren.Ridge
Experimental setting for turning on Material Layers - off by default.
Change 3789703 by Jamie.Dale
Harden the LocMeta and LocRes loading to prevent loading files that are too new
Change 3789706 by Jamie.Dale
Added localization ID to the package summary
This will allow the localization gatherer to query it without having to load the entire package
Change 3789708 by Jamie.Dale
Added a way to display and reset the package localization ID via the Content Browser
Change 3789709 by Jamie.Dale
Added warning for duplicate package localization IDs when gathering asset localization
Change 3789713 by Jamie.Dale
Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph
Change 3789736 by Christina.TempelaarL
Fixed recently-introduced StaticMeshEditor bug - changing LOD dropdown menu selection was not changing LOD sections category.
Change 3789853 by Chris.Bunner
Material instances should return overridden values when the caller is requesting the default, not leaving the request to fall through to the base material.
#jira UE-52796
Change 3790185 by Brandon.Schaefer
Add better error handling when using new SDK for linux on windows.
#jira UE-50527
Change 3790195 by Jamie.Dale
Fixed line-ending inconsistency when retrieving rich-text
We were using LINE_TERMINATOR when getting the offsets, but \n when getting the text
Change 3790473 by Chris.Bunner
When finding expression by GUID, only return FunctionCall result if expression was found. Fixes cases where searched-for expression is after a FunctionCall in the expressions list.
#jira UE-52729
Change 3790650 by Arciel.Rekman
UBT: Linux: print build details first before refusing to build.
- Tweak to the previous feature that we forgot.
Change 3790681 by Arciel.Rekman
UBT: Linux: tweaks to wording (SDK -> toolchain).
Change 3791459 by Brandon.Schaefer
Linux: libcurl rebuild for version 7.57
#jira OGS-870
Change 3791533 by Arciel.Rekman
Better error messaging when UMB is unusable (UE-50658).
- Should be replaced by a better fix, but merging this workaround in case the better fix will not be done in time for 4.19.
(Edigrating CL 3789387, 3789787 from Release-4.18 to Dev-Editor)
Change 3791885 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53097
Change 3791910 by Brandon.Schaefer
Fix for not using proper libraries on x86_64 for libcurl
#jira OGS-870
Change 3792017 by Jamie.Dale
Fixed a conflict between the path settings and favorite settings
Change 3792022 by Jamie.Dale
Fixed a crash that could happen when performing ARO on the property chains of a struct
#jira UE-52999
Change 3792025 by Jamie.Dale
Changed package summary localization ID to be versioned by the object version to avoid changing data in unversioned cooked assets
Change 3792066 by Michael.Dupuis
#jira UE-5751: Fixed possible crash when using dynamic matrial instance
Added missing shaders for landscape when using tessellation
Change 3792718 by Arciel.Rekman
OpenGL: bringing back Windows workarounds to unblock copy-up (UE-52534).
#jira UE-52534
Change 3793018 by Mike.Erwin
new glTF importer plugin
Import StaticMesh, Material, and Texture assets from the Khronos glTF 2.0 format. Text (.gltf) and binary (.glb) files are supported.
Limitations:
- There is no options UI. All assets from the file are imported.
- The glTF format can describe animation and whole scenes, but the initial version of this plugin does not attempt either.
- Data encoded as Base64 data URI is not supported. This is uncommon but is part of the glTF spec.
#jira: UE-50695
Change 3793626 by Matt.Kuhlenschmidt
Logging for HTML5 issue
Change 3794034 by Matt.Kuhlenschmidt
Fix CIS
Change 3794271 by Michael.Dupuis
#jira UE-53133: Fxed shadow calculation when using non whole scene shadow
Change 3794273 by Chris.Bunner
Function call material nodes should be created with no outputs by default.
#jira UE-53127, UE-53128, UE-52616
Change 3794334 by Lina.Halper
- Fix animation reinitializing when just setting new animation with single node
- Deprecated GetScalarParameterDefault and replace that with GetScalarParameterDefaultValue
#jira: UE-52796
Change 3794338 by Michael.Dupuis
Fixed lod visual popping when texture mip used for landscape is not ready
Change 3794350 by Mike.Erwin
Fix glTF importer header includes.
Build was failing on Linux.
Change 3794357 by Michael.Dupuis
#jira UE-53166: buildfix: removed phase 2 landscape optim leftover...
Change 3794549 by Michael.Dupuis
#jira UE-53166 : fixed compile error
Change 3794755 by Matt.Kuhlenschmidt
Fix automation warning
Change 3794910 by Lina.Halper
Change material default value to be red to keep the behavior same.
- Previous code was getting default value of parent, which was wrong, but now since we're grabbing correct value, it's not doing what it meant to do. Changed content to keep same value as parent as default.
Change 3795296 by Mike.Erwin
glTF: fix Linux build errors
A variable was being shadowed.
The other errors are due to an obscure corner of the C++ spec which clang enforces.
https://stackoverflow.com/questions/21900237/do-i-really-need-to-implement-user-provided-constructor-for-const-objects
#jira UE-53204
Change 3797313 by Chris.Bunner
Re-built lighting in Rendering/ShaderModels automated test map and updated failing screenshots.
#jira UE-53198
Change 3803962 by Jamie.Dale
Fixed struct instances not comparing against the correct default values when gathering for localization
Change 3804771 by Michael.Dupuis
Back out changelist 3783171
Change 3804772 by Michael.Dupuis
Back out changelist 3783172
Change 3805258 by Michael.Dupuis
Added missing shader cache for landscape
Change 3806105 by Matt.Kuhlenschmidt
Disable harware benchmarking during automation tests, commandlets, and on the build machine
Change 3806438 by Michael.Dupuis
#jira UE-53228: Fixed rendering path of new landscape optim when using GDoInitViewsLightingAfterPrepass(used in Orion)
Change 3806577 by Matt.Kuhlenschmidt
Change plugin uploading to crash reporter to only do so in editor builds
Change 3806588 by Michael.Dupuis
Remove temp test version in landscape version
Change 3806900 by Jamie.Dale
Fixed 'inconsistent DLL linkage' error when using older versions of Python 2.7
#jira UE-53353
Change 3807125 by Jamie.Dale
Fixed UBT warning after Dev-Core merge
Change 3807299 by tim.gautier
QAGame: Checking in test asset M_LandscapeMaterial_Foliage, quicker repro for UE-53442
[CL 3807911 by Matt Kuhlenschmidt in Main branch]
2017-12-14 10:07:13 -05:00
if ( ! AssetCreated . Execute ( AssetsToSync ) )
{
//Destroy the assets we just create
for ( UObject * ObjectToDelete : AssetsToSync )
{
ObjectToDelete - > ClearFlags ( RF_Standalone | RF_Public ) ;
ObjectToDelete - > RemoveFromRoot ( ) ;
2021-11-18 14:37:34 -05:00
ObjectToDelete - > MarkAsGarbage ( ) ;
Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3807299)
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3528776 by Yannick.Lange
Allow thumbnails to be captured from a viewport always.
#jira UE-45392
Change 3564359 by Yannick.Lange
Back out part of changelist 3528776: Revert allowing thumbnails to be captured from a viewport to fix UE-47827 & UE-47785.
#jira UE-47785, UE-47827
Change 3740671 by Matt.Kuhlenschmidt
Make the font editor canvas respect dpi scale
Change 3740810 by Josh.Engebretson
PR #4138: Log GenerateProjectFiles to file when using UVS (Contributed by projectgheist)
#jira UE-51358
Change 3740939 by Cody.Albert
Fixing some #ifdefs that should be #ifs
Change 3741089 by Alexis.Matte
Make sure bImportBoneTracks is set to true when importing into level
#jira UE-51999
Change 3741101 by Alexis.Matte
Fix the import material search
#jira UE-51857
Change 3741690 by Jamie.Dale
Guard against an invalid index in SLocalizationCommandletExecutor::Tick
#jira UE-52067
Change 3741710 by Jamie.Dale
Made a static variable also const
Change 3741724 by Michael.Dupuis
Added missing shader cache
Change 3742037 by Lauren.Ridge
Details panels can now "own" a color picker so a different details panel refreshing doesn't close it. Also fixed refreshing state of the graph after changing texture or color parameter values
Change 3742250 by Matt.Kuhlenschmidt
PR #4185: Output Log Filter tooltip shows %s instead of category. (Contributed by LordNed)
Change 3742308 by Lauren.Ridge
Adding axis input to the material editor's viewport client
Change 3742380 by Matt.Kuhlenschmidt
USD importer improvements
- USD now stores source file information for reimports
- Fixed bug where no geometry would be imported if an exporter had set a time code even without animated data
- Prevent a crash if a mesh doesnt have enough valid data to be imported
Change 3742536 by Matt.Kuhlenschmidt
Remove usd wrapper test project
Change 3743564 by Alexis.Matte
Fix skeletal mesh screen size auto set value when importing a LOD
#test none
#jira UE-52100
Change 3743582 by Lauren.Ridge
Fixing non-desktop compiles
Change 3743598 by Lauren.Ridge
Fixing shadowed variable by renaming the global color picker weak ptr variable.
Change 3743636 by Lauren.Ridge
Creating a new parameter immediately allows naming
Change 3743855 by Michael.Dupuis
Added missing shader from cache
Change 3744277 by Lauren.Ridge
Don't show empty Global group if it only contained the material layer param.
Change 3744330 by Lauren.Ridge
Clarifying "no parameter" text
Change 3744529 by Lauren.Ridge
Making Save to Child and Save To Sibling buttons work for material layer params, show on material layer param panel
Change 3744668 by Chris.Bunner
Added shared layer input collection asset, a list of float/texture redirectors that allow setting globally in a material graph then retrieving within layer/blend graphs.
Added output for number of unique shaders generated by a particular material instance.
Show instruction counts when working on a material layer.
Relaxed restrictions on material layers, base MA input is now optional.
#jira UETOOL-1271, UETOOL-1278, UETOOL-1279
Change 3744669 by Chris.Bunner
Added automated test for material layers, layer/blend instances and shared inputs.
Change 3744754 by Laz.Matech
Adding localization data to QAGame for the Realtime Preview localization test.
#jira none
Change 3744860 by Michael.Dupuis
#jira UE-52049 : Do not update random stream in most case, only when adding new instances, or filling from built data
Change 3744965 by Chris.Bunner
Rebuilt lighting in automated test map and updated reflection capture screenshot.
Change 3746015 by Michael.Dupuis
#jira UE-52090: Added missing shader for forward rendering
Change 3746038 by Michael.Dupuis
#jira UE-51494: Make sure index is valid for this instance as instances from template and instance could mismatch due to in level changes
Change 3746076 by Michael.Dupuis
Removed unused code
Change 3746998 by Tim.Gautier
QAGame: - Renamed UMG_RealtimePreview > UMG_InEditorPreview
- Moved UMG_InEditorPreview into UMG > Localization, setting up for future Localization tests
Change 3747206 by Arciel.Rekman
Linux: make UI scale more coarse to prevent unnecessary scaling (UE-52086).
- Monitors whose physical dimensions fall in range of 80-110 DPI should still have scale=1.0.
(Edigrating CL 3740942 from Release-4.18 to Dev-Editor)
Change 3747211 by Arciel.Rekman
Make failure to launch SCW more apparent to the user (UE-47263).
- Fixes frequent crash on Linux.
(Merging 3747070 from Release-4.18 to Dev-Editor)
Change 3747726 by Tim.Gautier
QAGame: Resubmitting updated Loc files
Change 3747872 by Tim.Gautier
QAGame: Resubmitting compiled Loc assets
Change 3748118 by Lauren.Ridge
Adding help text to the material layers preview tab
Change 3748398 by Lauren.Ridge
Fixing tooltips for the material layer read-only preview
Change 3748565 by Arciel.Rekman
Linux: fix RHIs settings being wrong when removed via project properties (UE-51203).
- This was a deeper issue with config system than just Linux RHIs.
- This is a better fix than one submitted to 4.18 branch in CL 3747086.
Change 3749441 by Matt.Kuhlenschmidt
PR #4201: Fix a typo in a comment. (Contributed by dneelyep)
Change 3749442 by Matt.Kuhlenschmidt
PR #4195: Incorrect specifier used for FText::Format (Contributed by projectgheist)
Change 3749496 by Matt.Kuhlenschmidt
Fix static analysis
Change 3749805 by Lauren.Ridge
Fixing reset to default on MaterialLayerParam in base material
Change 3749838 by Lauren.Ridge
Also correctly resetting names and layer states
Change 3750442 by Mieszko.Zielinski
Added a safety check which addresses the crash #UE4
Note that this is a temp fix. A proper fix is making sure ConvexShapeIndices doesn't contain any duplicates and will be inplemented in Dev-Framework.
#jira UE-52123
Change 3752266 by Arciel.Rekman
OpenGL: remove PLATFORM_WINDOWS exceptions.
- Discrepancy in behavior between Windows and Linux OpenGL is unhelpful for bug reproducibility.
- VAB bug should have been fixed long ago (on both platforms).
Change 3752929 by Arciel.Rekman
Linux: avoid crashing on unknown drivers.
- See https://answers.unrealengine.com/questions/724100/crashes-on-startup-after-first-run.html
- Checks in IsDeviceIntel() and such fail if the drivers were not detected.
Change 3753254 by Michael.Dupuis
Added missing shader for shader cache
Change 3753426 by Michael.Dupuis
#jira UE-5751: Added the possibility to change material instance exposed params at runtime using a MID for texture, vector and scalar for 1 component or all components
Change 3753440 by Alexis.Matte
Fix fbx scene importer morph target import crash
#jira UE-52255
Change 3753457 by Michael.Dupuis
build fix
Change 3753700 by Chris.Bunner
Make GetSharedInput preview fallback always available in editor as this should handle previews, thumbnails and other editor-only cases.
Refactor to remove duplicate code in material translator.
Material layer expressions are required for client load, fixes cooked builds using layer instances in the base material layer stack.
Change 3754760 by Chris.Bunner
Tidying up EngineTest/ShaderModels map.
Change 3754765 by Arciel.Rekman
Avoid placing tooltip windows under the cursor (UE-12288).
- Fixes inability to use some corners of the screen on Linux (the tooltips there aren't click-through).
Change 3754788 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3754933 by Christina.TempelaarL
Fixed typo in heightLerp (transistion->transition).
#jira UE-46736
Change 3754946 by Cody.Albert
Update loading movie code to properly calculate delta time when throttled at 60fps
Change 3755059 by Jamie.Dale
Fixed game preview language not updating in realtime while PIE was enabled
#jira UE-52209
Change 3755130 by Jamie.Dale
Fixed game preview language not updating from native when switching between preview languages
#jira UE-52348
Change 3755664 by Michael.Dupuis
Fixed compile warning
Change 3755714 by Yannick.Lange
Always allow capturing thumbnails from viewport.
This also hides the thumbnail editing UI when a thumbnail was captured from a viewport.
Change 3755944 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3756109 by Christina.TempelaarL
fixed FBX importer Import Textures tooltip, UMaterial -> Material in tooltip text
#jira UE-48389
Change 3756169 by Jamie.Dale
Added plural form pattern to SContentBrowser::GetPathText
Change 3756493 by Laz.Matech
Updating Localization content to further test InEditor Preview Language in UMG
#jira none
Change 3758336 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758947 by Jamie.Dale
Fixed cursor position regression in search boxes
This was caused by a call to SetText that was added in CL# 3627864
This caused the text to update as it was changed, which made the cursor jump to the end of the text and made it impossible to type in the middle of a search term.
This was done as a bound FText value had been passed to the InitalText of SSearchBox, which made the text resolution behave strangely. InitalText should always be a value, and SSearchBox now resolves any bindings during its constructor.
#jira UE-48874
Change 3759000 by Laz.Matech
Submitting the .PO file for CL 3756493
#jira none
Change 3759480 by Matt.Kuhlenschmidt
Safe guard against brush details crash
#jira UE-52278
Change 3759665 by Matt.Kuhlenschmidt
PR #4214: UE-52249: Use valid PreviewShadowsIndicatorMaterialName (Contributed by projectgheist)
Change 3761211 by Matt.Kuhlenschmidt
Remove the restriction that a level must be writable to be locked/unlocked.
Fixed duplicate icons being used by the level browser
Change 3761304 by Chris.Bunner
MaterialAttributeLayers graph node BaseMA input is no longer required.
Note: Requires "Use Preview Value" set to true on inputs.
Change 3761307 by Chris.Bunner
New material layers and blends will have "Use Preview Value" set to true by default to avoid the need for connected inputs - Missed file on previous commit.
Change 3761357 by Chris.Bunner
Renamed material shared input enum.
Change 3761419 by Chris.Bunner
Updating material layers automated test assets after recent changes.
Reverted some naming changes so existing screenshot tests can be reused.
Change 3762058 by tim.gautier
QAGame: Adding Material Layer assets for testing (Content/Materials/LayerFunction)
Change 3763328 by Matt.Kuhlenschmidt
Fix Slate warning at editor startup
Change 3763354 by Alexis.Matte
Fix skeletal mesh material assign when reducing a LOD that was import from a file using simplygon reduction
#jira UE-52505
Change 3763501 by Matt.Kuhlenschmidt
Prevent shared asset thumbnail pools from having their resources forcefully released when they are in use. ReleaseResources is now private and only called on destruction of the pool
Change 3763574 by Matt.Kuhlenschmidt
Fix slate material box brushes not being keyed off image size
#jira UE-40219
Change 3763678 by Jamie.Dale
Disable realtime level editor viewport if running under remote desktop
This makes the main editor window much more responsive by default under remote desktop
Change 3763679 by Jamie.Dale
Added asset caching metrics for the loc gather
Change 3763693 by Matt.Kuhlenschmidt
Changed the code that activates the actor details tab when selection changes to a flash. There are simply too many things that change the selection and steal focus away from a tab being used
#jira UE-51754
Change 3763826 by Michael.Dupuis
Fixed Fortnite cooking crash
Change 3763864 by Harrison.Moore
Adding New Default 'LayerBlend' assets
Change 3764028 by Christina.TempelaarL
#jira UE-47695 Auto LOD bug
Moved the sections dropdown to the LOD Picker category and modified Custom cb behavior, based on suggestions from charlie.
Change 3764031 by Christina.TempelaarL
#jira UE-47695 Auto LOD in StaticMeshViewer
moved LOD combo widget to LOD picker category and hide custom checkboxes until custom checked.
Change 3764076 by tim.gautier
QAGame: Submitting UMG_Multitouch_test for initial Multitouch testing
Change 3764263 by Matt.Kuhlenschmidt
Fix the floor mesh thumbnail
Change 3764284 by Chris.Bunner
Removing some asserts for cases that can validly fail and are already handled.
Change 3764372 by Matt.Kuhlenschmidt
PR #4196: Show edit icons in editor (Contributed by projectgheist)
Change 3764388 by Chris.Bunner
Fixing logic for material, function and instance updating active materials and instances and their editors.
Change 3764674 by Harrison.Moore
test materials added, Blend updates
Change 3764681 by Harrison.Moore
Adding HMtest map
Change 3766238 by Chris.Bunner
Material layer callers need to let their internal material function calls update their inputs/outputs.
Change 3766556 by Jamie.Dale
Fixed crashes that could happen if some of the data table panels were closed
We now always create the underlying widgets, even if they're currently hidden from view
#jira UE-52552
Change 3767753 by Chris.Bunner
When rebuilding a material function instance editor we must re-create and re-apply the proxies as the expressions have likely changed. Take care to maintain local parameter changes as these have not been saved yet.
Change 3768719 by Michael.Dupuis
#jira UE-52521: Prevent possible crash if a segment have no point or invalid point
Change 3769157 by Jamie.Dale
Fixed incorrect text selection if selecting via double click beyond the bounds of the line
It would previously select the second to last word, rather than the last word
#jira UE-51609
Change 3769159 by Harrison.Moore
Belica Test update, New layer blends updated with texture type fix.
Change 3769205 by Jamie.Dale
Fixed Windows file save dialog not appending the correct extension when there were multiple options available
#jira UE-52180
Change 3769220 by Harrison.Moore
Layer blend tweaks
Change 3769292 by Jamie.Dale
Removing redundant code
Applying the correct package ID, only to then strip it off again is rather pointless
Change 3769479 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows.
Change 3769920 by Arciel.Rekman
Linux: convert yet another initialization crash to a user-friendly message (UE-52457).
#jira UE-52457
Change 3771055 by Alexis.Matte
Make sure we set the Used by morph target material flag to material use by the morphtarget instead of all skinned mesh component
Use the morph vertex factory only for section that has active morph target
#jira UE-51483
Change 3771135 by Michael.Dupuis
Fixed fortnite cooking
Change 3773054 by Yannick.Lange
Avoid loading viewport interaction assets when starting the editor.
Change 3774184 by Arciel.Rekman
Linux: disabled some gdb visualizers until the issue is fixed.
- CL 3773942 by CengizT.
Change 3774303 by Matt.Kuhlenschmidt
Pull requests to fix various typos
Change 3774305 by Matt.Kuhlenschmidt
PR #4237: Visual Studio Repeatedly Opens (UE-51608) (Contributed by LordNed)
#jira UE-51608
Change 3774701 by Arciel.Rekman
OpenGL: fix ARB callback errors when hitting Build Lighting.
- Merged from 4.18 shelf.
Change 3775812 by Matt.Kuhlenschmidt
Fix One-off crash undo-ing while working with Material Params / Material Functions
#jira UE-52680
Change 3775849 by Matt.Kuhlenschmidt
More info for UE-52610
Change 3775850 by Matt.Kuhlenschmidt
Guard against mesh paint crashes
#jira UE-52618
Change 3775904 by Matt.Kuhlenschmidt
Added logging to track down window shutdown issues
Change 3775913 by Matt.Kuhlenschmidt
Pull requests for typos
#jira UE-52751, UE-52748
Change 3776676 by Jamie.Dale
Fixed being able to insert tabs into spin boxes with units
#jira UE-52776
Change 3777006 by Michael.Trepka
Process Mac windowDidBecomeMain and windowDidResignMain notifications immediately instead of deferring them. This solves issues with Slate code that closes and immediately opens new menu windows. Previously closing a window would schedule menu parent's activation event that could be processed after another menu's creation, making it immediately disappear.
#jira UE-52145
Change 3777170 by Arciel.Rekman
Linux: use Xft.dpi (most desktop environments expose their scale through that) as a DPI value (UE-52086, UE-52766).
- Change by Brandon.Schaefer.
- Limitation: no per-monitor DPI.
(Edigrating CL 3776509 //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777292 by Arciel.Rekman
Linux: fix symbol collision causing problems with AMD drivers (UE-51843).
- We cannot have elf_end() hidden, because libcuda.so calls elf_end from libnvidia-fatbinaryloader.so and this breaks linking monolithic binaries ("hidden symbol referenced in DSO").
- We cannot have elf_end() visible, because of a name collision with a different libelf used by AMD drivers.
- The only possible workaround is to have elf_end() renamed.
(Edigrating CL 3777242 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777686 by Joe.Conley
Blueprint editor variable type tooltips: fix case mismatch that was preventing type name to be displayed properly in soft object/class reference tooltips.
Change 3778180 by Jamie.Dale
Avoid a crash if a regex pattern or matcher outlive ICU during shutdown
#jira UE-52770
Change 3778182 by Jamie.Dale
Avoid a crash if a break iterator outlives ICU during shutdown
Change 3778368 by Jamie.Dale
Added missing pragma once
Change 3778560 by Matt.Kuhlenschmidt
Prevent non-shared DDC notification from triggering for epic internal builds
Change 3778709 by Lauren.Ridge
Copying 4.18.2 array reordering propagating to children fix (originally 3778547)
Change 3779205 by Lauren.Ridge
Duplicating 3776649 to fix a crash on compile due to partial GC of a widget.
#jira UE-52260
Change 3779217 by Brandon.Schaefer
GitHub #3678 Fix Setup.sh handling of special characters in PNG path
#jira UE-46103
Change 3779341 by Brandon.Schaefer
GitHub #3012 Use elemtry OS versions to set the ubuntu versions for depencies
#jira UE-39364
Change 3780274 by Joe.Conley
DataTables: Add documentation tooltips showing type information to header columns
Change 3780840 by Alexis.Matte
Do a re-import when user re-import LOD 0
Prevent importing more then MAX_SKELETAL_MESH_LODS
#jira UE-52373
Change 3781067 by Arciel.Rekman
Linux: fix OSSSteam cross-compilation (and CIS).
- Broken by previous change that put compile-time arguments into response file and bulk-replaced \ with /, which affected things like Definitions.Add("STEAM_SDK_VER_PATH=TEXT(\"Steam" + SteamVersion + "\")");
Change 3781110 by Christina.TempelaarL
#jira UE-47695 moved Static Mesh Editor LOD menu from tools to viewport tool bar
Change 3781531 by Christina.TempelaarL
#jira UE-47695 added LOD menu to Static Mesh Editor viewport
Change 3781663 by Alexis.Matte
Fix for cancel export fbx when previewing animation sequence export
#jira UE-49743
Change 3782007 by Jamie.Dale
Improved the ability to lockdown available game languages
In addition to the previous "DisabledCultures" array, you can now add an array of "EnabledCultures" (using the same per-build config filters) to explicitly list the cultures that are allowed to be used in your build (if the list is empty, then everything is allowed unless otherwise disabled).
This also stops the game from attempting to fallback to the native language if the native language has been disabled (we will fallback to the first available language instead).
Change 3782122 by Jordan.Walker
test assets for material layers
Change 3782131 by Joe.Graf
Added support for IOS and TVOS targets when generating CMake files on Mac
Change 3782218 by Christina.TempelaarL
fixing include paths and capitalization causing build errors.
Change 3783171 by Michael.Dupuis
Added the possibility to override default LOD rules for visible primitive and whole scene shadow casting primitive
Added the possibility to store Custom data per view for the frame duration
Change 3783172 by Michael.Dupuis
#jira UE-35097 : Refactored landscape rendering logic to improve general performance while using new custom data and custom lod feature
Exposed many new settings to control component using sub sections rendering, tessellated component, shadow should be include into tessellation, tessellation falloff based on camera location
Changed how LOD distribution is done to be in screen size instead of distance.
Give the possibility to have a different distribution for LOD0 vs the other one.
Change 3783174 by Michael.Dupuis
missing file to landscape refactor
Change 3783315 by Lauren.Ridge
Changing a parameter in the Material Parameter Panel now dirties the material correctly.
Changing a layer parameter in the Material Instance Editor now refreshes the details panel as well.
Change 3783374 by Chris.Bunner
Adding MaterialSharedInputCollection to hidden list when MaterialLayers disabled.
Change 3783617 by Chris.Bunner
Added a Channel Mask material expression parameter. Wraps up a vector parameter and dot product with a single channel selection interface, internally a regular vector parameter.
Fixed GetSharedInput failing to return the preview texture in the Function Instance editor.
Change 3783676 by Lauren.Ridge
Adding access to a material function instance's parent in the Material Instance Editor
Change 3783751 by Michael.Trepka
PR #4248: Fixed C++ std in generated Xcode project to match rest of engine (C++14) (Contributed by Bo98)
Change 3783971 by Brandon.Schaefer
Rename/Move all deploy/Deploy folder/files into AlembicDeploy. Due to case sensitivity on linux, need to maintain the correct case.
#jira UE-37631
Change 3783992 by Michael.Dupuis
#jira UE-35097: Remove tessellation on editor tools
Fixed a case where tessellation multiplier at 0 would cause the component to not be visible
Fixed minor tessellation falloff calculation error
Change 3784502 by Chris.Bunner
Restored missing bool setter.
Coding standards fix.
Change 3784614 by Arciel.Rekman
Linux: better error message when running out of inotify watches (UE-50459).
#jira UE-50459
Change 3784620 by Chris.Bunner
Updated LayerBlend_TextureMask to use new ChannelMask parameter.
Change 3784725 by Lauren.Ridge
Fixing groups not sorting correctly
Change 3785645 by Chris.Bunner
Non-editor compile fix.
Change 3785666 by Arciel.Rekman
Linux: restore ability to use Wayland instead of X11.
- SDL libs recompiled and Wayland version is set to lower one to be compatible with the compositor shipped on Ubuntu 16.04 LTS
- Change by Anthony.Bills.
Change 3785708 by Arciel.Rekman
Linux: implement voice capture using SDL (non-server only) (UE-51298).
- Based on pull request #4131 by mkirzinger.
Change 3785878 by Arciel.Rekman
UBT: add VSCode to default generators on Linux.
Change 3786058 by Arciel.Rekman
Do not add dependencies on other RHIs for servers (UE-48894).
- Pull request #3944 contributed by pfoote.
#jira UE-48894
Change 3786845 by Arciel.Rekman
Code changes to make gcc support easier (UE-51978).
- Contributed by a licensee (pull request #4181 by tomwardio "Collection of fixes to allow UE4 to be compiled by GCC on Linux").
Change 3786871 by Matt.Kuhlenschmidt
Fix static analysis
Change 3786883 by Matt.Kuhlenschmidt
Fix HTML5
Change 3786923 by Matt.Kuhlenschmidt
Fix engine layer blend asset referencing game content. This is not allowed
#jira UE-52888
Change 3786927 by Brandon.Schaefer
Linux: Alembic support
#jira: UE-37631
Change 3786994 by Arciel.Rekman
Remove support for /-prefixed switches (UE-47429).
- They collide with absolute file paths on Mac/Linux and a source of inconsistencies between platforms.
#jira UE-47429
Change 3787032 by Michael.Trepka
Initial support for building and running Niagara on Mac
Change 3787035 by Brandon.Schaefer
GitHub #4166 Undef GL entrypoint macros after use
#jira UE-51663
Change 3787144 by Lauren.Ridge
Fixing material parameter group association resetting after undo
#jira UE-52514
Change 3787839 by Jordan.Walker
updated engine level layer blends to not include game content
switched them to use Chris B's new mask selection node
Change 3787967 by Lauren.Ridge
Fix for broken layer groups, related crash
Change 3787991 by Lauren.Ridge
Fixing thumbnails for material function instances, resolving not being able to delete new function instances
#jira UE-52967
Change 3788226 by Michael.Trepka
Fixed a deadlock when closing Mac CrashReportClient which resulted from changes in CL 3777006
#jira UE-53002
Change 3788557 by Brandon.Schaefer
Fix shadow compiler warnings around our includes
Change 3789700 by Lauren.Ridge
Experimental setting for turning on Material Layers - off by default.
Change 3789703 by Jamie.Dale
Harden the LocMeta and LocRes loading to prevent loading files that are too new
Change 3789706 by Jamie.Dale
Added localization ID to the package summary
This will allow the localization gatherer to query it without having to load the entire package
Change 3789708 by Jamie.Dale
Added a way to display and reset the package localization ID via the Content Browser
Change 3789709 by Jamie.Dale
Added warning for duplicate package localization IDs when gathering asset localization
Change 3789713 by Jamie.Dale
Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph
Change 3789736 by Christina.TempelaarL
Fixed recently-introduced StaticMeshEditor bug - changing LOD dropdown menu selection was not changing LOD sections category.
Change 3789853 by Chris.Bunner
Material instances should return overridden values when the caller is requesting the default, not leaving the request to fall through to the base material.
#jira UE-52796
Change 3790185 by Brandon.Schaefer
Add better error handling when using new SDK for linux on windows.
#jira UE-50527
Change 3790195 by Jamie.Dale
Fixed line-ending inconsistency when retrieving rich-text
We were using LINE_TERMINATOR when getting the offsets, but \n when getting the text
Change 3790473 by Chris.Bunner
When finding expression by GUID, only return FunctionCall result if expression was found. Fixes cases where searched-for expression is after a FunctionCall in the expressions list.
#jira UE-52729
Change 3790650 by Arciel.Rekman
UBT: Linux: print build details first before refusing to build.
- Tweak to the previous feature that we forgot.
Change 3790681 by Arciel.Rekman
UBT: Linux: tweaks to wording (SDK -> toolchain).
Change 3791459 by Brandon.Schaefer
Linux: libcurl rebuild for version 7.57
#jira OGS-870
Change 3791533 by Arciel.Rekman
Better error messaging when UMB is unusable (UE-50658).
- Should be replaced by a better fix, but merging this workaround in case the better fix will not be done in time for 4.19.
(Edigrating CL 3789387, 3789787 from Release-4.18 to Dev-Editor)
Change 3791885 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53097
Change 3791910 by Brandon.Schaefer
Fix for not using proper libraries on x86_64 for libcurl
#jira OGS-870
Change 3792017 by Jamie.Dale
Fixed a conflict between the path settings and favorite settings
Change 3792022 by Jamie.Dale
Fixed a crash that could happen when performing ARO on the property chains of a struct
#jira UE-52999
Change 3792025 by Jamie.Dale
Changed package summary localization ID to be versioned by the object version to avoid changing data in unversioned cooked assets
Change 3792066 by Michael.Dupuis
#jira UE-5751: Fixed possible crash when using dynamic matrial instance
Added missing shaders for landscape when using tessellation
Change 3792718 by Arciel.Rekman
OpenGL: bringing back Windows workarounds to unblock copy-up (UE-52534).
#jira UE-52534
Change 3793018 by Mike.Erwin
new glTF importer plugin
Import StaticMesh, Material, and Texture assets from the Khronos glTF 2.0 format. Text (.gltf) and binary (.glb) files are supported.
Limitations:
- There is no options UI. All assets from the file are imported.
- The glTF format can describe animation and whole scenes, but the initial version of this plugin does not attempt either.
- Data encoded as Base64 data URI is not supported. This is uncommon but is part of the glTF spec.
#jira: UE-50695
Change 3793626 by Matt.Kuhlenschmidt
Logging for HTML5 issue
Change 3794034 by Matt.Kuhlenschmidt
Fix CIS
Change 3794271 by Michael.Dupuis
#jira UE-53133: Fxed shadow calculation when using non whole scene shadow
Change 3794273 by Chris.Bunner
Function call material nodes should be created with no outputs by default.
#jira UE-53127, UE-53128, UE-52616
Change 3794334 by Lina.Halper
- Fix animation reinitializing when just setting new animation with single node
- Deprecated GetScalarParameterDefault and replace that with GetScalarParameterDefaultValue
#jira: UE-52796
Change 3794338 by Michael.Dupuis
Fixed lod visual popping when texture mip used for landscape is not ready
Change 3794350 by Mike.Erwin
Fix glTF importer header includes.
Build was failing on Linux.
Change 3794357 by Michael.Dupuis
#jira UE-53166: buildfix: removed phase 2 landscape optim leftover...
Change 3794549 by Michael.Dupuis
#jira UE-53166 : fixed compile error
Change 3794755 by Matt.Kuhlenschmidt
Fix automation warning
Change 3794910 by Lina.Halper
Change material default value to be red to keep the behavior same.
- Previous code was getting default value of parent, which was wrong, but now since we're grabbing correct value, it's not doing what it meant to do. Changed content to keep same value as parent as default.
Change 3795296 by Mike.Erwin
glTF: fix Linux build errors
A variable was being shadowed.
The other errors are due to an obscure corner of the C++ spec which clang enforces.
https://stackoverflow.com/questions/21900237/do-i-really-need-to-implement-user-provided-constructor-for-const-objects
#jira UE-53204
Change 3797313 by Chris.Bunner
Re-built lighting in Rendering/ShaderModels automated test map and updated failing screenshots.
#jira UE-53198
Change 3803962 by Jamie.Dale
Fixed struct instances not comparing against the correct default values when gathering for localization
Change 3804771 by Michael.Dupuis
Back out changelist 3783171
Change 3804772 by Michael.Dupuis
Back out changelist 3783172
Change 3805258 by Michael.Dupuis
Added missing shader cache for landscape
Change 3806105 by Matt.Kuhlenschmidt
Disable harware benchmarking during automation tests, commandlets, and on the build machine
Change 3806438 by Michael.Dupuis
#jira UE-53228: Fixed rendering path of new landscape optim when using GDoInitViewsLightingAfterPrepass(used in Orion)
Change 3806577 by Matt.Kuhlenschmidt
Change plugin uploading to crash reporter to only do so in editor builds
Change 3806588 by Michael.Dupuis
Remove temp test version in landscape version
Change 3806900 by Jamie.Dale
Fixed 'inconsistent DLL linkage' error when using older versions of Python 2.7
#jira UE-53353
Change 3807125 by Jamie.Dale
Fixed UBT warning after Dev-Core merge
Change 3807299 by tim.gautier
QAGame: Checking in test asset M_LandscapeMaterial_Foliage, quicker repro for UE-53442
[CL 3807911 by Matt Kuhlenschmidt in Main branch]
2017-12-14 10:07:13 -05:00
}
CollectGarbage ( GARBAGE_COLLECTION_KEEPFLAGS ) ;
}
2014-10-09 12:34:55 -04:00
}
}
}
2022-04-26 15:03:55 -04:00
bool CanCreateAssetOfType ( const UClass * InClass )
{
IAssetTools & AssetTools = FModuleManager : : LoadModuleChecked < FAssetToolsModule > ( " AssetTools " ) . Get ( ) ;
return AssetTools . IsAssetClassSupported ( InClass ) ;
}
Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
void FillCreateAssetMenu ( FMenuBuilder & MenuBuilder , const TArray < TWeakObjectPtr < UObject > > & SkeletonsOrSkeletalMeshes , FAnimAssetCreated AssetCreated , bool bInContentBrowser )
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{
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MenuBuilder . BeginSection ( " CreateAnimAssets " , LOCTEXT ( " CreateAnimAssetsMenuHeading " , " Anim Assets " ) ) ;
{
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if ( CanCreateAssetOfType ( UAnimBlueprint : : StaticClass ( ) ) )
{
// only allow for content browser until we support multi assets so we can open new persona with this BP
MenuBuilder . AddMenuEntry (
LOCTEXT ( " Skeleton_NewAnimBlueprint " , " Anim Blueprint " ) ,
LOCTEXT ( " Skeleton_NewAnimBlueprintTooltip " , " Creates an Anim Blueprint using the selected skeleton. " ) ,
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FSlateIcon ( FAppStyle : : GetAppStyleSetName ( ) , " ClassIcon.AnimBlueprint " ) ,
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FUIAction (
FExecuteAction : : CreateStatic ( & CreateNewAnimBlueprint , SkeletonsOrSkeletalMeshes , AssetCreated , bInContentBrowser ) ,
FCanExecuteAction ( )
)
) ;
}
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if ( CanCreateAssetOfType ( UAnimComposite : : StaticClass ( ) ) )
{
MenuBuilder . AddMenuEntry (
LOCTEXT ( " Skeleton_NewAnimComposite " , " Anim Composite " ) ,
LOCTEXT ( " Skeleton_NewAnimCompositeTooltip " , " Creates an AnimComposite using the selected skeleton. " ) ,
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FSlateIcon ( FAppStyle : : GetAppStyleSetName ( ) , " ClassIcon.AnimComposite " ) ,
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FUIAction (
FExecuteAction : : CreateStatic ( & ExecuteNewAnimAsset < UAnimCompositeFactory , UAnimComposite > , SkeletonsOrSkeletalMeshes , FString ( " _Composite " ) , AssetCreated , bInContentBrowser ) ,
FCanExecuteAction ( )
)
) ;
}
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if ( CanCreateAssetOfType ( UAnimMontage : : StaticClass ( ) ) )
{
MenuBuilder . AddMenuEntry (
LOCTEXT ( " Skeleton_NewAnimMontage " , " Anim Montage " ) ,
LOCTEXT ( " Skeleton_NewAnimMontageTooltip " , " Creates an AnimMontage using the selected skeleton. " ) ,
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FSlateIcon ( FAppStyle : : GetAppStyleSetName ( ) , " ClassIcon.AnimMontage " ) ,
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FUIAction (
FExecuteAction : : CreateStatic ( & ExecuteNewAnimAsset < UAnimMontageFactory , UAnimMontage > , SkeletonsOrSkeletalMeshes , FString ( " _Montage " ) , AssetCreated , bInContentBrowser ) ,
FCanExecuteAction ( )
)
) ;
}
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}
MenuBuilder . EndSection ( ) ;
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MenuBuilder . BeginSection ( " CreateBlendSpace " , LOCTEXT ( " CreateBlendSpaceMenuHeading " , " Blend Spaces " ) ) ;
{
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if ( CanCreateAssetOfType ( UBlendSpace : : StaticClass ( ) ) )
{
MenuBuilder . AddMenuEntry (
LOCTEXT ( " SkeletalMesh_New2DBlendspace " , " Blend Space " ) ,
LOCTEXT ( " SkeletalMesh_New2DBlendspaceTooltip " , " Creates a Blend Space using the selected skeleton. " ) ,
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FSlateIcon ( FAppStyle : : GetAppStyleSetName ( ) , " ClassIcon.BlendSpace " ) ,
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FUIAction (
FExecuteAction : : CreateStatic ( & ExecuteNewAnimAsset < UBlendSpaceFactoryNew , UBlendSpace > , SkeletonsOrSkeletalMeshes , FString ( " _BlendSpace " ) , AssetCreated , bInContentBrowser ) ,
FCanExecuteAction ( )
)
) ;
}
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if ( CanCreateAssetOfType ( UBlendSpace1D : : StaticClass ( ) ) )
{
MenuBuilder . AddMenuEntry (
LOCTEXT ( " SkeletalMesh_New1DBlendspace " , " Blend Space 1D " ) ,
LOCTEXT ( " SkeletalMesh_New1DBlendspaceTooltip " , " Creates a 1D Blend Space using the selected skeleton. " ) ,
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FSlateIcon ( FAppStyle : : GetAppStyleSetName ( ) , " ClassIcon.BlendSpace1D " ) ,
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FUIAction (
FExecuteAction : : CreateStatic ( & ExecuteNewAnimAsset < UBlendSpaceFactory1D , UBlendSpace1D > , SkeletonsOrSkeletalMeshes , FString ( " _BlendSpace1D " ) , AssetCreated , bInContentBrowser ) ,
FCanExecuteAction ( )
)
) ;
}
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}
MenuBuilder . EndSection ( ) ;
MenuBuilder . BeginSection ( " CreateAimOffset " , LOCTEXT ( " CreateAimOffsetMenuHeading " , " Aim Offsets " ) ) ;
{
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if ( CanCreateAssetOfType ( UAimOffsetBlendSpace : : StaticClass ( ) ) )
{
MenuBuilder . AddMenuEntry (
LOCTEXT ( " SkeletalMesh_New2DAimOffset " , " Aim Offset " ) ,
LOCTEXT ( " SkeletalMesh_New2DAimOffsetTooltip " , " Creates a Aim Offset blendspace using the selected skeleton. " ) ,
FSlateIcon ( ) ,
FUIAction (
FExecuteAction : : CreateStatic ( & ExecuteNewAnimAsset < UAimOffsetBlendSpaceFactoryNew , UAimOffsetBlendSpace > , SkeletonsOrSkeletalMeshes , FString ( " _AimOffset2D " ) , AssetCreated , bInContentBrowser ) ,
FCanExecuteAction ( )
)
) ;
}
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if ( CanCreateAssetOfType ( UAimOffsetBlendSpace1D : : StaticClass ( ) ) )
{
MenuBuilder . AddMenuEntry (
LOCTEXT ( " SkeletalMesh_New1DAimOffset " , " Aim Offset 1D " ) ,
LOCTEXT ( " SkeletalMesh_New1DAimOffsetTooltip " , " Creates a 1D Aim Offset blendspace using the selected skeleton. " ) ,
FSlateIcon ( ) ,
FUIAction (
FExecuteAction : : CreateStatic ( & ExecuteNewAnimAsset < UAimOffsetBlendSpaceFactory1D , UAimOffsetBlendSpace1D > , SkeletonsOrSkeletalMeshes , FString ( " _AimOffset1D " ) , AssetCreated , bInContentBrowser ) ,
FCanExecuteAction ( )
)
) ;
}
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}
MenuBuilder . EndSection ( ) ;
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}
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bool ApplyCompressionAlgorithm ( TArray < UAnimSequence * > & AnimSequencePtrs , UAnimBoneCompressionSettings * OverrideSettings )
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{
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const bool bProceed = ( AnimSequencePtrs . Num ( ) > 1 ) ? EAppReturnType : : Yes = = FMessageDialog : : Open ( EAppMsgType : : YesNo ,
FText : : Format ( NSLOCTEXT ( " UnrealEd " , " AboutToCompressAnimations_F " , " About to compress {0} animations. Proceed? " ) , FText : : AsNumber ( AnimSequencePtrs . Num ( ) ) ) ) : true ;
if ( bProceed )
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{
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GWarn - > BeginSlowTask ( LOCTEXT ( " AnimCompressing " , " Compressing " ) , true ) ;
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{
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TSharedPtr < FAnimCompressContext > CompressContext = MakeShareable ( new FAnimCompressContext ( false , true , AnimSequencePtrs . Num ( ) ) ) ;
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for ( UAnimSequence * AnimSeq : AnimSequencePtrs )
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
{
2020-01-22 17:58:55 -05:00
if ( OverrideSettings ! = nullptr )
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
{
2020-01-22 17:58:55 -05:00
AnimSeq - > BoneCompressionSettings = OverrideSettings ;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
2016-04-14 16:25:11 -04:00
}
2015-08-14 15:59:41 -04:00
2020-01-22 17:58:55 -05:00
// Clear CompressCommandletVersion so we can recompress these animations later.
AnimSeq - > CompressCommandletVersion = 0 ;
2020-03-18 13:03:38 -04:00
AnimSeq - > RequestAnimCompression ( FRequestAnimCompressionParams ( true , CompressContext ) ) ;
2020-01-22 17:58:55 -05:00
+ + CompressContext - > AnimIndex ;
}
2015-08-14 15:59:41 -04:00
}
2020-01-22 17:58:55 -05:00
GWarn - > EndSlowTask ( ) ;
return true ;
2015-08-14 15:59:41 -04:00
}
return false ;
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2868852
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski
Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4
This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2828384 on 2016/01/14 by Mieszko.Zielinski
Back out of visual log refactor done as part of CL#2821607 #UE4
Change 2855722 on 2016/02/04 by Zak.Middleton
#ue4 - Expose PrimitiveComponent GetCollisionEnabled(), IsCollisionEnabled(), IsQueryCollisionEnabled(), IsPhysicsCollisionEnabled() functions to blueprints.
#rb Daniel.Broder, Ori.Cohen
#codereview Bob.Tellez
#jira UE-26411
Change 2855737 on 2016/02/04 by James.Golding
Add test AssetUserData C++ class to QAGame
Change 2855739 on 2016/02/04 by James.Golding
PR #1858 : Add abstract and editinlinenew to AssetUserData class, so derived classes can be added to assets via details panel
https://github.com/EpicGames/UnrealEngine/pull/1858
#github 1858
#jira UE-24494
#rb thomas.sarkanen
Change 2855842 on 2016/02/04 by James.Golding
UE-23968 : Add clamping to Friction, Restitution, Density and RaiseMassToPower properties of PhysicalMaterial
#codereview ori.cohen
#rb thomas.sarkanen
Change 2855843 on 2016/02/04 by James.Golding
PR #1984 : Add 'AssetUserData' support to AnimationAsset/Texture
https://github.com/EpicGames/UnrealEngine/pull/1984
#github 1984
#jira UE-25913
#rb thomas.sarkanen
Change 2855844 on 2016/02/04 by James.Golding
UE-23176 Fix incorrect clamping in GenerateKDopAsSimpleCollision() which could cause degenerate hulls
Also don't 'nudge' kdops if there are other primitives present, will offset from mesh we were fitting around
#rb thomas.sarkanen
Change 2855850 on 2016/02/04 by Benn.Gallagher
Update required LOD bones when associating a cloth chunk that uses bones that aren't weighted to that LOD
#rb Martin.Wilson
Change 2856409 on 2016/02/04 by Zak.Middleton
#ue4 - Change LogSpawn warnings to normal logs for cases that are common and valid during gameplay (failed due to collision at the target location, or failed because it is destroyed in the process of spawning, ie projectile spawned in a target).
#codereview Jeff.Farris
Change 2857018 on 2016/02/05 by Benn.Gallagher
Fixes for various anim graph related subgraph issues/crashes
#rb Ben.Cosh
Change 2857193 on 2016/02/05 by Lukasz.Furman
extended crowd agent interface to handle avoidance groups
#ue4 UE-24823
#1896
Change 2857200 on 2016/02/05 by Lukasz.Furman
fixed memory leak in CrowdManager
#ue UE-26516
#2026
#codereview Mieszko.Zielinski
Change 2857417 on 2016/02/05 by Lina.Halper
Add keyword for animation functions
Change 2858854 on 2016/02/08 by Benn.Gallagher
Fixed pose evaluator customizations being processed at the wrong time which caused properties to always be re-added even if removed from the details panel, causing duplicated entries.
#jira UE-8421
#rb Lina.Halper
Change 2858855 on 2016/02/08 by Benn.Gallagher
Fixed blendspace players only reporting normalized time when using a time getter in an anim graph transition.
#rb Lina.Halper
Change 2859159 on 2016/02/08 by Aaron.McLeran
UE-25586 Fix for reporting audio memory usage
- Realtime decompressed sounds that have CachedRealtimeFirstBuffers need to report the compressed asset size
Change 2859192 on 2016/02/08 by Laurent.Delayen
Removed check disallowing cooked additive animations from using AnimationRelative and AnimationScale retargeting modes (on the root bone or editor).
Skip AnimationRelative retargeting for baked additive animations since it gets cancelled out during the additive creation process.
#rb martin.wilson
#codereview lina.halper
Change 2859238 on 2016/02/08 by Lina.Halper
Git pull request #1895
Change 2859239 on 2016/02/08 by Lina.Halper
Git pull request #1813
Change 2859453 on 2016/02/08 by Aaron.McLeran
[CL 2868856 by Marc Audy in Main branch]
2016-02-16 13:35:21 -05:00
2018-02-22 11:25:06 -05:00
bool IsAnimGraph ( UEdGraph * Graph )
{
return Cast < UAnimationGraph > ( Graph ) ! = nullptr ;
}
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2868852
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski
Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4
This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2828384 on 2016/01/14 by Mieszko.Zielinski
Back out of visual log refactor done as part of CL#2821607 #UE4
Change 2855722 on 2016/02/04 by Zak.Middleton
#ue4 - Expose PrimitiveComponent GetCollisionEnabled(), IsCollisionEnabled(), IsQueryCollisionEnabled(), IsPhysicsCollisionEnabled() functions to blueprints.
#rb Daniel.Broder, Ori.Cohen
#codereview Bob.Tellez
#jira UE-26411
Change 2855737 on 2016/02/04 by James.Golding
Add test AssetUserData C++ class to QAGame
Change 2855739 on 2016/02/04 by James.Golding
PR #1858 : Add abstract and editinlinenew to AssetUserData class, so derived classes can be added to assets via details panel
https://github.com/EpicGames/UnrealEngine/pull/1858
#github 1858
#jira UE-24494
#rb thomas.sarkanen
Change 2855842 on 2016/02/04 by James.Golding
UE-23968 : Add clamping to Friction, Restitution, Density and RaiseMassToPower properties of PhysicalMaterial
#codereview ori.cohen
#rb thomas.sarkanen
Change 2855843 on 2016/02/04 by James.Golding
PR #1984 : Add 'AssetUserData' support to AnimationAsset/Texture
https://github.com/EpicGames/UnrealEngine/pull/1984
#github 1984
#jira UE-25913
#rb thomas.sarkanen
Change 2855844 on 2016/02/04 by James.Golding
UE-23176 Fix incorrect clamping in GenerateKDopAsSimpleCollision() which could cause degenerate hulls
Also don't 'nudge' kdops if there are other primitives present, will offset from mesh we were fitting around
#rb thomas.sarkanen
Change 2855850 on 2016/02/04 by Benn.Gallagher
Update required LOD bones when associating a cloth chunk that uses bones that aren't weighted to that LOD
#rb Martin.Wilson
Change 2856409 on 2016/02/04 by Zak.Middleton
#ue4 - Change LogSpawn warnings to normal logs for cases that are common and valid during gameplay (failed due to collision at the target location, or failed because it is destroyed in the process of spawning, ie projectile spawned in a target).
#codereview Jeff.Farris
Change 2857018 on 2016/02/05 by Benn.Gallagher
Fixes for various anim graph related subgraph issues/crashes
#rb Ben.Cosh
Change 2857193 on 2016/02/05 by Lukasz.Furman
extended crowd agent interface to handle avoidance groups
#ue4 UE-24823
#1896
Change 2857200 on 2016/02/05 by Lukasz.Furman
fixed memory leak in CrowdManager
#ue UE-26516
#2026
#codereview Mieszko.Zielinski
Change 2857417 on 2016/02/05 by Lina.Halper
Add keyword for animation functions
Change 2858854 on 2016/02/08 by Benn.Gallagher
Fixed pose evaluator customizations being processed at the wrong time which caused properties to always be re-added even if removed from the details panel, causing duplicated entries.
#jira UE-8421
#rb Lina.Halper
Change 2858855 on 2016/02/08 by Benn.Gallagher
Fixed blendspace players only reporting normalized time when using a time getter in an anim graph transition.
#rb Lina.Halper
Change 2859159 on 2016/02/08 by Aaron.McLeran
UE-25586 Fix for reporting audio memory usage
- Realtime decompressed sounds that have CachedRealtimeFirstBuffers need to report the compressed asset size
Change 2859192 on 2016/02/08 by Laurent.Delayen
Removed check disallowing cooked additive animations from using AnimationRelative and AnimationScale retargeting modes (on the root bone or editor).
Skip AnimationRelative retargeting for baked additive animations since it gets cancelled out during the additive creation process.
#rb martin.wilson
#codereview lina.halper
Change 2859238 on 2016/02/08 by Lina.Halper
Git pull request #1895
Change 2859239 on 2016/02/08 by Lina.Halper
Git pull request #1813
Change 2859453 on 2016/02/08 by Aaron.McLeran
[CL 2868856 by Marc Audy in Main branch]
2016-02-16 13:35:21 -05:00
void RegenerateSubGraphArrays ( UAnimBlueprint * Blueprint )
{
// The anim graph should be the first function graph on the blueprint
if ( Blueprint - > FunctionGraphs . Num ( ) > 0 )
{
if ( UAnimationGraph * AnimGraph = Cast < UAnimationGraph > ( Blueprint - > FunctionGraphs [ 0 ] ) )
{
RegenerateGraphSubGraphs ( Blueprint , AnimGraph ) ;
}
}
}
void RegenerateGraphSubGraphs ( UAnimBlueprint * OwningBlueprint , UEdGraph * GraphToFix )
{
TArray < UEdGraph * > ChildGraphs ;
FindChildGraphsFromNodes ( GraphToFix , ChildGraphs ) ;
for ( UEdGraph * Child : ChildGraphs )
{
RegenerateGraphSubGraphs ( OwningBlueprint , Child ) ;
}
if ( ChildGraphs ! = GraphToFix - > SubGraphs )
{
UE_LOG ( LogAnimation , Log , TEXT ( " Fixed missing or duplicated graph entries in SubGraph array for graph %s in AnimBP %s " ) , * GraphToFix - > GetName ( ) , * OwningBlueprint - > GetName ( ) ) ;
GraphToFix - > SubGraphs = ChildGraphs ;
}
}
void RemoveDuplicateSubGraphs ( UEdGraph * GraphToClean )
{
TArray < UEdGraph * > NewSubGraphArray ;
for ( UEdGraph * SubGraph : GraphToClean - > SubGraphs )
{
NewSubGraphArray . AddUnique ( SubGraph ) ;
}
if ( NewSubGraphArray . Num ( ) ! = GraphToClean - > SubGraphs . Num ( ) )
{
GraphToClean - > SubGraphs = NewSubGraphArray ;
}
}
void FindChildGraphsFromNodes ( UEdGraph * GraphToSearch , TArray < UEdGraph * > & ChildGraphs )
{
for ( UEdGraphNode * CurrentNode : GraphToSearch - > Nodes )
{
if ( UAnimGraphNode_StateMachineBase * StateMachine = Cast < UAnimGraphNode_StateMachineBase > ( CurrentNode ) )
{
ChildGraphs . AddUnique ( StateMachine - > EditorStateMachineGraph ) ;
}
else if ( UAnimStateNodeBase * StateNode = Cast < UAnimStateNodeBase > ( CurrentNode ) )
{
2021-03-19 14:32:13 -04:00
UEdGraph * BoundGraph = StateNode - > GetBoundGraph ( ) ;
if ( BoundGraph = = nullptr )
{
continue ;
}
ChildGraphs . AddUnique ( BoundGraph ) ;
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2868852
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski
Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4
This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2828384 on 2016/01/14 by Mieszko.Zielinski
Back out of visual log refactor done as part of CL#2821607 #UE4
Change 2855722 on 2016/02/04 by Zak.Middleton
#ue4 - Expose PrimitiveComponent GetCollisionEnabled(), IsCollisionEnabled(), IsQueryCollisionEnabled(), IsPhysicsCollisionEnabled() functions to blueprints.
#rb Daniel.Broder, Ori.Cohen
#codereview Bob.Tellez
#jira UE-26411
Change 2855737 on 2016/02/04 by James.Golding
Add test AssetUserData C++ class to QAGame
Change 2855739 on 2016/02/04 by James.Golding
PR #1858 : Add abstract and editinlinenew to AssetUserData class, so derived classes can be added to assets via details panel
https://github.com/EpicGames/UnrealEngine/pull/1858
#github 1858
#jira UE-24494
#rb thomas.sarkanen
Change 2855842 on 2016/02/04 by James.Golding
UE-23968 : Add clamping to Friction, Restitution, Density and RaiseMassToPower properties of PhysicalMaterial
#codereview ori.cohen
#rb thomas.sarkanen
Change 2855843 on 2016/02/04 by James.Golding
PR #1984 : Add 'AssetUserData' support to AnimationAsset/Texture
https://github.com/EpicGames/UnrealEngine/pull/1984
#github 1984
#jira UE-25913
#rb thomas.sarkanen
Change 2855844 on 2016/02/04 by James.Golding
UE-23176 Fix incorrect clamping in GenerateKDopAsSimpleCollision() which could cause degenerate hulls
Also don't 'nudge' kdops if there are other primitives present, will offset from mesh we were fitting around
#rb thomas.sarkanen
Change 2855850 on 2016/02/04 by Benn.Gallagher
Update required LOD bones when associating a cloth chunk that uses bones that aren't weighted to that LOD
#rb Martin.Wilson
Change 2856409 on 2016/02/04 by Zak.Middleton
#ue4 - Change LogSpawn warnings to normal logs for cases that are common and valid during gameplay (failed due to collision at the target location, or failed because it is destroyed in the process of spawning, ie projectile spawned in a target).
#codereview Jeff.Farris
Change 2857018 on 2016/02/05 by Benn.Gallagher
Fixes for various anim graph related subgraph issues/crashes
#rb Ben.Cosh
Change 2857193 on 2016/02/05 by Lukasz.Furman
extended crowd agent interface to handle avoidance groups
#ue4 UE-24823
#1896
Change 2857200 on 2016/02/05 by Lukasz.Furman
fixed memory leak in CrowdManager
#ue UE-26516
#2026
#codereview Mieszko.Zielinski
Change 2857417 on 2016/02/05 by Lina.Halper
Add keyword for animation functions
Change 2858854 on 2016/02/08 by Benn.Gallagher
Fixed pose evaluator customizations being processed at the wrong time which caused properties to always be re-added even if removed from the details panel, causing duplicated entries.
#jira UE-8421
#rb Lina.Halper
Change 2858855 on 2016/02/08 by Benn.Gallagher
Fixed blendspace players only reporting normalized time when using a time getter in an anim graph transition.
#rb Lina.Halper
Change 2859159 on 2016/02/08 by Aaron.McLeran
UE-25586 Fix for reporting audio memory usage
- Realtime decompressed sounds that have CachedRealtimeFirstBuffers need to report the compressed asset size
Change 2859192 on 2016/02/08 by Laurent.Delayen
Removed check disallowing cooked additive animations from using AnimationRelative and AnimationScale retargeting modes (on the root bone or editor).
Skip AnimationRelative retargeting for baked additive animations since it gets cancelled out during the additive creation process.
#rb martin.wilson
#codereview lina.halper
Change 2859238 on 2016/02/08 by Lina.Halper
Git pull request #1895
Change 2859239 on 2016/02/08 by Lina.Halper
Git pull request #1813
Change 2859453 on 2016/02/08 by Aaron.McLeran
[CL 2868856 by Marc Audy in Main branch]
2016-02-16 13:35:21 -05:00
if ( UAnimStateTransitionNode * TransitionNode = Cast < UAnimStateTransitionNode > ( StateNode ) )
{
if ( TransitionNode - > CustomTransitionGraph )
{
ChildGraphs . AddUnique ( TransitionNode - > CustomTransitionGraph ) ;
}
}
}
else if ( UK2Node_Composite * CompositeNode = Cast < UK2Node_Composite > ( CurrentNode ) )
{
ChildGraphs . AddUnique ( CompositeNode - > BoundGraph ) ;
}
}
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
2021-11-18 14:37:34 -05:00
static FOnPoseWatchesChanged OnPoseWatchesChangedDelegate ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
void SetPoseWatch ( UPoseWatch * PoseWatch , UAnimBlueprint * AnimBlueprintIfKnown )
{
# if WITH_EDITORONLY_DATA
2021-11-24 12:24:41 -05:00
if ( UAnimGraphNode_Base * TargetNode = Cast < UAnimGraphNode_Base > ( PoseWatch - > Node ) )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
{
2021-11-24 12:24:41 -05:00
UAnimBlueprint * AnimBlueprint = AnimBlueprintIfKnown ? AnimBlueprintIfKnown : Cast < UAnimBlueprint > ( FBlueprintEditorUtils : : FindBlueprintForNode ( TargetNode ) ) ;
if ( ( AnimBlueprint ! = NULL ) & & ( AnimBlueprint - > GeneratedClass ! = NULL ) )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
{
2021-11-24 12:24:41 -05:00
if ( UAnimBlueprintGeneratedClass * AnimBPGenClass = Cast < UAnimBlueprintGeneratedClass > ( * AnimBlueprint - > GeneratedClass ) )
{
// Find the insertion point from the debugging data
int32 LinkID = AnimBPGenClass - > GetLinkIDForNode < FAnimNode_Base > ( TargetNode ) ;
2021-12-10 17:45:09 -05:00
AnimBPGenClass - > GetAnimBlueprintDebugData ( ) . AddPoseWatch ( LinkID , PoseWatch ) ;
2021-11-24 12:24:41 -05:00
OnPoseWatchesChangedDelegate . Broadcast ( AnimBlueprint , TargetNode ) ;
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
}
}
2021-11-24 12:24:41 -05:00
# endif
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
}
2022-01-18 04:59:27 -05:00
void RemovePoseWatchesFromGraph ( UAnimBlueprint * AnimBlueprint , class UEdGraph * Graph )
{
# if WITH_EDITORONLY_DATA
for ( UEdGraphNode * Node : Graph - > Nodes )
{
RemovePoseWatchFromNode ( Node , AnimBlueprint ) ;
}
# endif
}
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
UPoseWatch * FindPoseWatchForNode ( const UEdGraphNode * Node , UAnimBlueprint * AnimBlueprintIfKnown )
{
# if WITH_EDITORONLY_DATA
UAnimBlueprint * AnimBlueprint = AnimBlueprintIfKnown ? AnimBlueprintIfKnown : Cast < UAnimBlueprint > ( FBlueprintEditorUtils : : FindBlueprintForNode ( Node ) ) ;
if ( AnimBlueprint )
{
// iterate backwards so we can remove invalid pose watches as we go
for ( int32 Index = AnimBlueprint - > PoseWatches . Num ( ) - 1 ; Index > = 0 ; - - Index )
{
UPoseWatch * PoseWatch = AnimBlueprint - > PoseWatches [ Index ] ;
if ( PoseWatch = = nullptr | | PoseWatch - > Node = = nullptr )
{
AnimBlueprint - > PoseWatches . RemoveAtSwap ( Index ) ;
continue ;
}
// Return this pose watch if the node location matches the given node
if ( PoseWatch - > Node = = Node )
{
return PoseWatch ;
}
}
}
return nullptr ;
# endif
}
2021-12-10 17:45:09 -05:00
UPoseWatch * MakePoseWatchForNode ( UAnimBlueprint * AnimBlueprint , UEdGraphNode * Node )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
{
# if WITH_EDITORONLY_DATA
2022-01-27 10:11:25 -05:00
check ( CastChecked < UAnimGraphNode_Base > ( Node ) - > IsPoseWatchable ( ) ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
UPoseWatch * NewPoseWatch = NewObject < UPoseWatch > ( AnimBlueprint ) ;
NewPoseWatch - > Node = Node ;
2021-11-24 12:24:41 -05:00
NewPoseWatch - > SetUniqueDefaultLabel ( ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
AnimBlueprint - > PoseWatches . Add ( NewPoseWatch ) ;
SetPoseWatch ( NewPoseWatch , AnimBlueprint ) ;
2021-01-05 07:31:17 -04:00
return NewPoseWatch ;
# else
return nullptr ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
# endif
}
void RemovePoseWatch ( UPoseWatch * PoseWatch , UAnimBlueprint * AnimBlueprintIfKnown )
{
# if WITH_EDITORONLY_DATA
if ( UAnimGraphNode_Base * TargetNode = Cast < UAnimGraphNode_Base > ( PoseWatch - > Node ) )
{
UAnimBlueprint * AnimBlueprint = AnimBlueprintIfKnown ? AnimBlueprintIfKnown : Cast < UAnimBlueprint > ( FBlueprintEditorUtils : : FindBlueprintForNode ( TargetNode ) ) ;
if ( AnimBlueprint )
{
AnimBlueprint - > PoseWatches . Remove ( PoseWatch ) ;
if ( UAnimBlueprintGeneratedClass * AnimBPGenClass = AnimBlueprint - > GetAnimBlueprintGeneratedClass ( ) )
{
int32 LinkID = AnimBPGenClass - > GetLinkIDForNode < FAnimNode_Base > ( Cast < UAnimGraphNode_Base > ( PoseWatch - > Node ) ) ;
AnimBPGenClass - > GetAnimBlueprintDebugData ( ) . RemovePoseWatch ( LinkID ) ;
2021-11-18 14:37:34 -05:00
OnPoseWatchesChangedDelegate . Broadcast ( AnimBlueprint , TargetNode ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
}
}
}
# endif
}
2021-11-24 12:24:41 -05:00
void RemovePoseWatchFromNode ( UEdGraphNode * Node , UAnimBlueprint * AnimBlueprint )
{
# if WITH_EDITORONLY_DATA
if ( AnimBlueprint )
{
for ( UPoseWatch * SomePoseWatch : AnimBlueprint - > PoseWatches )
{
if ( SomePoseWatch - > Node = = Node )
{
if ( UAnimBlueprintGeneratedClass * AnimBPGenClass = AnimBlueprint - > GetAnimBlueprintGeneratedClass ( ) )
{
int32 LinkID = AnimBPGenClass - > GetLinkIDForNode < FAnimNode_Base > ( Cast < UAnimGraphNode_Base > ( SomePoseWatch - > Node ) ) ;
AnimBPGenClass - > GetAnimBlueprintDebugData ( ) . RemovePoseWatch ( LinkID ) ;
OnPoseWatchesChangedDelegate . Broadcast ( AnimBlueprint , Node ) ;
}
SomePoseWatch - > OnRemoved ( ) ;
return ;
}
}
}
# endif
}
2021-11-18 14:37:34 -05:00
FOnPoseWatchesChanged & OnPoseWatchesChanged ( )
{
return OnPoseWatchesChangedDelegate ;
}
2021-11-24 12:24:41 -05:00
int32 GetPoseWatchNodeLinkID ( UPoseWatch * PoseWatch , UAnimBlueprintGeneratedClass * & OutAnimBPGenClass )
{
# if WITH_EDITORONLY_DATA
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
if ( UAnimGraphNode_Base * TargetNode = Cast < UAnimGraphNode_Base > ( PoseWatch - > Node ) )
{
UAnimBlueprint * AnimBlueprint = Cast < UAnimBlueprint > ( FBlueprintEditorUtils : : FindBlueprintForNode ( TargetNode ) ) ;
2021-11-24 12:24:41 -05:00
if ( ( AnimBlueprint ! = nullptr ) & & ( AnimBlueprint - > GeneratedClass ! = nullptr ) )
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
{
if ( UAnimBlueprintGeneratedClass * AnimBPGenClass = Cast < UAnimBlueprintGeneratedClass > ( * AnimBlueprint - > GeneratedClass ) )
{
// Find the insertion point from the debugging data
2021-11-24 12:24:41 -05:00
OutAnimBPGenClass = AnimBPGenClass ;
return AnimBPGenClass - > GetLinkIDForNode < FAnimNode_Base > ( TargetNode ) ;
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
}
}
}
2021-11-24 12:24:41 -05:00
# endif
return INDEX_NONE ;
}
2021-06-17 08:59:23 -04:00
void SetupDebugLinkedAnimInstances ( UAnimBlueprint * InAnimBlueprint , UObject * InRootObjectBeingDebugged )
{
check ( IsInGameThread ( ) ) ;
static bool bSettingDebugInstances = false ;
if ( ! bSettingDebugInstances )
{
TGuardValue < bool > GuardValue ( bSettingDebugInstances , true ) ;
if ( InRootObjectBeingDebugged )
{
if ( const USkeletalMeshComponent * Component = Cast < USkeletalMeshComponent > ( InRootObjectBeingDebugged - > GetOuter ( ) ) )
{
// See if we have any linked instances
for ( UAnimInstance * LinkedInstance : Component - > GetLinkedAnimInstances ( ) )
{
if ( UAnimBlueprint * LinkedAnimBlueprint = Cast < UAnimBlueprint > ( LinkedInstance - > GetClass ( ) - > ClassGeneratedBy ) )
{
LinkedAnimBlueprint - > SetObjectBeingDebugged ( LinkedInstance ) ;
}
}
}
}
else if ( UObject * OldDebuggedObject = InAnimBlueprint - > GetObjectBeingDebugged ( ) )
{
if ( const USkeletalMeshComponent * Component = Cast < USkeletalMeshComponent > ( OldDebuggedObject - > GetOuter ( ) ) )
{
// See if we have any linked instances
for ( UAnimInstance * LinkedInstance : Component - > GetLinkedAnimInstances ( ) )
{
if ( UAnimBlueprint * LinkedAnimBlueprint = Cast < UAnimBlueprint > ( LinkedInstance - > GetClass ( ) - > ClassGeneratedBy ) )
{
LinkedAnimBlueprint - > SetObjectBeingDebugged ( nullptr ) ;
}
}
}
}
}
}
2014-07-21 20:47:01 -04:00
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# undef LOCTEXT_NAMESPACE