#jira UE-75371
#rb jason.stasik
[FYI] matt.hoffman
#ROBOMERGE-OWNER: Alexander.Sanoja
#ROBOMERGE-AUTHOR: alexander.sanoja
#ROBOMERGE-SOURCE: CL 6840378 in //UE4/Dev-Editor/...
#ROBOMERGE-BOT: ENGINE (Dev-Editor -> Main) (v366-6836689)
[CL 6894969 by alexander sanoja in Main branch]
ControlRig: Support for comment blocks
Comments were not part of the MVC layer - this change is adding them back in.
#rb none
Merging
//Tasks/Fortnite/Dev-UEA-ControlRig/...
to //Fortnite/Main/Dev-UEA-ControlRig/...
#ROBOMERGE-OWNER: lina.halper
#ROBOMERGE-AUTHOR: helge.mathee
#ROBOMERGE-SOURCE: CL 6685421 via CL 6752148 via CL 6752571
#ROBOMERGE-BOT: ANIM (Main -> Dev-Anim) (v365-6733468)
[CL 6795234 by helge mathee in Dev-Anim branch]
The curve editor supports three view types by default - an absolute view (default, matches old behavior), a stacked view and a normalized view. Stacked views draw each curve separately (so non-overlapping) and normalized against their own min/max values. The normalized view draws all curves overlapping with each one normalized against its own min/max values.
A tree view has been added to help effectively manage large numbers of curves. Selecting curves in the treeview controls which curves are visible in the view area. The treeview also supports pinning curves. These pinned curves will always be visible regardless of your selection in the tree view.
A transform tool and a retiming tool have been implemented (via a plugin) which is enabled by default. The transform tool allows you to do a marquee selection of keys and then translate and scale the positions of these keys. The retiming tool allows you to create a 1 dimensional lattice to adjust the timing of your keys with a linear falloff between each lattice point. These tools work across multiple views at the same time which is especially useful if you are representing one dimensional data (such as event keys) in a view, as it allows you to adjust this data at the same time as your animation curves. A smoothing filter has been implemented (via a plugin) to allow running highpass and lowpass filters on your keys.
Opening the curve editor in Sequencer/UMG now creates a separate dockable tab which can be resized and docked as desired. A time slider has been added to the Curve Editor which is synchronized to the playback time in Sequencer. This allows you to scrub time in the curve editor without having to find the Sequencer window and adjust time there while looking at your keys and previewing your animation in the viewport at the same time.
Rudimentary support has been added for saving and later restoring a set of curves in your current session. This allows you to do a rudimentary copy/paste of entire curves but can also be useful for saving a curve, making adjustments to it and then deciding you want to go back - simply reapply the saved curve! Each curve added supports an intention name (such as "Location.X" or "FieldOfView"), and these intention names will be used when trying to apply curves. This allows you to reliably take all of the curves of a transform on one object and apply them to another object (and ensure that Location.X gets applied to the new Location.X, etc.) this can be helpful if you have a mixed set of curves buffered (such as a location and a field of view). In the event that no curves match by intention you can store and apply a single curve at a time from any intention to any other intention.
The Curve Asset editors (float, vector and color curve assets) have been changed to use the new editor. They support the same treeviews, filtering and tools that the Sequencer editor does. In addition, the Color Curve asset editor adds an additional view which provides a 1 dimensional gradient editor as an easier way to visualize and edit colors instead of the channels individually.
#rb Max.Chen, Andrew.Rodham
#ROBOMERGE-OWNER: lina.halper
#ROBOMERGE-AUTHOR: matt.hoffman
#ROBOMERGE-SOURCE: CL 6631811 via CL 6633746 via CL 6633863
#ROBOMERGE-BOT: ANIM (Main -> Dev-Anim) (v365-6733468)
[CL 6751117 by matt hoffman in Dev-Anim branch]
Object graph pins now support DisallowedClasses.
Exposed node property pin metadata correctly in anim nodes.
Fixed ensures in sequence player.
#jira UE-65838 - Supplying a montage to a sequence player can crash
#rb Jurre.deBaare
[CL 6534131 by Thomas Sarkanen in Dev-Anim branch]
Reimplemented according to comment from author.
#rb sebastian.nordgren
#ROBOMERGE-OWNER: lina.halper
#ROBOMERGE-AUTHOR: sebastian.nordgren
#ROBOMERGE-SOURCE: CL 6134169 in //UE4/Main/...
#ROBOMERGE-BOT: ANIM (Main -> Dev-Anim)
[CL 6135811 by sebastian nordgren in Dev-Anim branch]
#UEA-425 - Support for node colors within Control Rig
#UEA-387 - Mutable and Non-Mutable nodes (with or without execute pin)
#UEA-390 - Passing the hierarchy as part of the execute pin
#UEA-385 - Control Rig Execution Stack UI
#UEA-381 - Remove notion of base hierarchy for now - simplify hierarchy passing
#UEA-398 - Use execute pin icon for execute pins
#UEA-399 - New Get / Set bone transform units for Control Rig
#UEA-402 - Default to show rig graph when opening Control Rig Editor
#UEA-404 - Prettify labels in Execution Stack view
#UEA-405 - New Bone Name Searchable Combo box
#UEA-406 - Unify terminology from "joint" to "bone"
#UEA-407 - Removed Control Rig variable UI
#UEA-408 - Support for compiler warnings & errors on nodes
#UEA-409 - Unit tests for topological editing of graph
#UEA-411 - Support for keyword based search when looking for nodes
#UEA-413 - Refactored all math nodes & added unit tests per node
#UEA-415 - Set opacity on nodes based on execution state (non-executing nodes are faded)
#UEA-434 - Show compiler warnings / errors in execution stack view
#UEA-440 - Support for drag&drop from hierarchy view into graph view
#rb: Thomas.Sarkanen, Helge.Mathee
[FYI] Thomas.Sarkanen, Helge.Mathee
#jira: many
#ROBOMERGE-OWNER: lina.halper
#ROBOMERGE-AUTHOR: lina.halper
#ROBOMERGE-SOURCE: CL 5685272 via CL 5686776 via CL 5686808
#ROBOMERGE-BOT: ANIM (Main -> Dev-Anim)
[CL 5690133 by helge mathee in Dev-Anim branch]
#jira UE-64849 - Dragging Anim Sequence onto Input for Node in AnimGraph spawns node far off screen
#rb Jurre.deBaare
[CL 4751632 by Thomas Sarkanen in Dev-Anim branch]
Pins were only setting tooltip on 'enter', while nodes and graphs set it on 'hover'. Switched pins to hover as well.
#jira UE-61770 - Dragging an animation asset onto a node in an Animation Blueprint shows incorrect mouse decorator and says that the node cannot play it
#rb Jurre.deBaare
[CL 4751617 by Thomas Sarkanen in Dev-Anim branch]