Switched custom parsing to use FEditorClassUtils::GetImplementedInterfaceClassPathsFromAsset
#jira UE-192562
[CL 27070113 by Thomas Sarkanen in 5.3 branch]
If a node has exposed pins, it will now show up as 'fast path' when all of its pins are constant (as well as when it is actually using the fast path). If a node has no pins exposed it still does not show up as 'fast path', by design to reduce visual clutter.
#jira UE-184014
#rb Jurre.deBaare
[CL 26738604 by Thomas Sarkanen in 5.3 branch]
Move asset PostLoad call into the if() block that needs it when loading an anim graph node, as in this code path not all subobjects are loaded for the various assets that are referenced by the pose asset
This could still fail for very old assets, but at least unblocks this issue.
#jira UE-190467
#rb Nicholas.Frechette
#fyi Jurre.deBaare
[CL 26700501 by Thomas Sarkanen in 5.3 branch]
This manifested as a problem dragging in MetHumans from Quixel Bridge.
Adding a preload dependency for asset player nodes (which include pose handlers) that recurses and preloads all dependencies too prevents load ordering issues where subobjects in anim assets were sometimes not correctly loaded
#fyi Jurre.deBaare
#jira UE-190467
#rb Nicholas.Frechette
[CL 26480247 by Thomas Sarkanen in 5.3 branch]
Removed behaviour change regarding inertialization transitions or very low blend time standard blend transitions considering a valid transitions when their looping asset player reaches end and they are using automatic rules.
#rnx
#rb Aaron.Cox, Jose.Villarroel
[CL 25941436 by roland munguia in ue5-main branch]
- Added support for explicitly specifying the transitions trigger time when using state machine automatic transition rules.
- Fixed state machine automatic transitions rules not triggering from a looping animation.
- Fixed state machine automatic transitions rules that have their next state as a conduit state triggering before reaching the end of the animation.
- Consolidate all the ways to check if asset in asset player is looping into a single api call, IsLooping().
- Added getter for a AssetPlayer's DeltaTimeRecord.
- Added warning when a asset player is using looping animations with automatic rule based transitions.
#jira UE-171299, UE-180844, UE-185174
[CL 25877647 by roland munguia in ue5-main branch]
Additional changes:
- Added warnings for users using anim state events since we want to push towards using the state node functions.
- Added support for anim nodes to show any bound functions and not have them hardcoded.
- Added base context type for FAnimExecutionContext.
- Now users can specify the string for the default binding name of a function member reference in a BP by using the "DefaultBindingName" metadata tag. This will give the functionality to avoid having the default binding name be "NewFunction" and instead use the input string from the metadata tag.
#jira UE-184572
#rb Thomas.Sarkanen, jose.villarroel, aaron.cox
#preflight 646e6a836c2a2532b1f91efd
[CL 25631664 by roland munguia in ue5-main branch]
- Find and reuse existing Pose Watch Elements in the RBAN node, rather than creating new ones every time the editor is re-opened.
[REVIEW] [at]thomas.sarkanen, [at]lucas.dower
#jira UE-186593
#preflight 646c90ad4130b0ce5096a34f
#rnx
[CL 25583377 by nick brett in ue5-main branch]
This option is being disabled for now since it has never worked properly and it causes a engine crash.
#jira UE-185146
#preflight 6465161f2d446eac96e858f2
[CL 25512536 by roland munguia in ue5-main branch]