13 Commits

Author SHA1 Message Date
frederick lupien
7f25b9197f Fix super not being called in UAnimGraphNode_LinkedAnimGraph::PostPasteNode & UAnimStateAliasNode::PostPasteNode()
#rb Thomas Sarkanen
#tests PIE
#jira UE-168404
#rnx

[CL 22803501 by frederick lupien in ue5-main branch]
2022-10-26 23:18:44 -04:00
thomas sarkanen
13812111b2 Fix renaming issues with linked anim layers
Move linked layers and graphs to use FMemberReference to reference the stub function used to generate node pins

#jira UE-132472
#rb Jurre.deBaare
#preflight 63358f5ee410691606b6c915

[CL 22260921 by thomas sarkanen in ue5-main branch]
2022-09-29 20:38:46 -04:00
Robert Millar
dc497f2e2f FNames containing asset paths are deprecated. FSoftObjectPath or FTopLevelAssetPath should be used instead.
Fixups for animation.

#jira UE-161932
#rb halfdan.ingvarsson
#preflight 63181d07980179553e5c8d21

[CL 21841184 by Robert Millar in ue5-main branch]
2022-09-07 00:40:02 -04:00
jurre debaare
754fe6e2d7 Ensure that LinkedAnimGraph node name, and graph in MyBlueprint tab reflect the currently previewed instance and its state (e.g. PIE Anim instance, with dynamically linked graph)
#preflight 62ff5394200ff87e07e949f0
#rb Thomas.Sarkanen

[CL 21468246 by jurre debaare in ue5-main branch]
2022-08-19 19:38:25 -04:00
marc audy
8ca5f6a8be [Backout] - CL20807495
[FYI] Thomas.Sarkanen
Original CL Desc
-----------------------------------------------------------------
Added BP action DB filtering

Applies optional filtering to the BP context menu and related UIs.

Primarily this is implemented at the BlueprintActionDatabase/Registrar level as permissions are mostly static. One additional filter has been added to BlueprintActionFilter to handle filtering out items from assets that cannot be referenced from *this* blueprint.

Added type filtering to the variable type tree to prevent creating disallowed variable types.

Also added some auditing console commands: bp.AuditThreadSafeFunctions and bp.AuditFunctionCallsForBlueprint
Corrected FBlueprintEditorUtils::HasFunctionBlueprintThreadSafeMetaData to not track FUNC_BlueprintEvent flags for native functions.

#jira UE-156715
#rb Phillip.Kavan,Jason.Stasik
#preflight 62b572f1970a8db33765bf83

#ROBOMERGE-OWNER: marc.audy
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 20813981 via CL 20863344 via CL 20871119 via CL 20871207
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20876885 by marc audy in ue5-main branch]
2022-06-29 12:27:43 -04:00
phillip kavan
198fbe8f64 Added BP action DB filtering
Applies optional filtering to the BP context menu and related UIs.

Primarily this is implemented at the BlueprintActionDatabase/Registrar level as permissions are mostly static. One additional filter has been added to BlueprintActionFilter to handle filtering out items from assets that cannot be referenced from *this* blueprint.

Added type filtering to the variable type tree to prevent creating disallowed variable types.

Also added some auditing console commands: bp.AuditThreadSafeFunctions and bp.AuditFunctionCallsForBlueprint
Corrected FBlueprintEditorUtils::HasFunctionBlueprintThreadSafeMetaData to not track FUNC_BlueprintEvent flags for native functions.

#jira UE-156715
#rb Phillip.Kavan,Jason.Stasik
#preflight 62b572f1970a8db33765bf83

#ROBOMERGE-OWNER: phillip.kavan
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 20807495 via CL 20815974 via CL 20816610 via CL 20816624
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20818683 by phillip kavan in ue5-main branch]
2022-06-24 18:53:46 -04:00
thomas sarkanen
b506cf5727 Fix crash selecting linked anim layer class
Prevent filtering and selection of anim blueprints with incompatible/null skeletons, depending on context.
Additionally prevents non-template anim blueprints from being selected within templates and adds compile-time checks for compatibilty

#jira UE-136082 - Crash when clicking on the dropdown next to Instance Class in the Linked Anim Layer node settings
#rb Keith.Yerex
#preflight 61b092e55c61dba07bf10535

#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18404540 in //UE5/Release-5.0/... via CL 18404541
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)

[CL 18404555 by thomas sarkanen in ue5-release-engine-test branch]
2021-12-08 06:43:16 -05:00
aurel cordonnier
a12d56ff31 Merge from Release-Engine-Staging @ 17791557 to Release-Engine-Test
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485

[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-12 21:21:22 -04:00
thomas sarkanen
d708b24c66 Anim node references
Added the abiity to tag and retrieve any anim graph node (similar to how we could reference linked anim graph nodes previously).
Ported linked anim graph nodes to use the new system
Added the ability to reference any anim graph node by tag (via a new custom node, spawnable from the context menu, with the appearance of an actor reference in a level blueprint)
Added tag display and editing in the bottom-right of anim graph nodes
Added new override point to SGraphNodeK2Var to allow for title widget parameters to be overriden by child classes

#jira UE-126286 - Anim node functions: Add anim node references
#rb Jurre.deBaare

#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 17472894 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17472913 by thomas sarkanen in ue5-release-engine-test branch]
2021-09-09 11:42:21 -04:00
thomas sarkanen
665afc556c Fixed being unable to open newly-spawned empty blend sapce graphs
#jira UE-118296 - Unable to open newly spawned Blend Space Graph nodes
#rb Jurre.deBaare

#ROBOMERGE-SOURCE: CL 16705828 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16705837 by thomas sarkanen in ue5-release-engine-test branch]
2021-06-17 12:08:56 -04:00
thomas sarkanen
cecebd0cf8 Anim blueprint encapsulation improvements
Adds 'template' anim BP concept. These anim BPs have no TargetSkeleton and as such cannot have direct references to animations placed inside of their anim graphs
Adds function call support from anim nodes. All anim graph nodes can now call functions when initialized, updated, evaluated or when they first become relevant.
Relevancy is established using a new FAnimSubsystemInstance_NodeRelevancy which tracks nodes in a local map, per UAnimInstance, if nodes require it.
Functions are displayed on the node if bound, and in the details panel.
Added a new override point to FAnimSubsystemInstance to allow for WT init.
Moved FMemberReference customization into a public header so it can be used on anim node functions.
Wrapped functions up into FAnimNodeFunctionRef structure so they can be re-used more effectively. Converted CallFunction node to use them.
Added a couple of simple BP function libraries to demonstrate the use of the new FAnimNodeContext (this is intended to be a generic way of exposing FAnimNode_Base types to script without the node types themselves having to be known to script directly).
Added the ability to set exposed properties as 'always dynamic' so they appear in mutable data rather than being merged into constants. This allows for the anim node data API to be changed to be less strict (and more script friendly). Now values can be set in mutable data (via GET_MUTABLE_ANIM_NODE_DATA_PTR) and attempted sets to constant data can be ignored and reported to client code.
A few minor crash fixes with edge cases (inc when trying to open an asset editor fails because of a missing skeleton/cancellation).
Also fixes an issue where literal linked anim graph/control rig/custom poroperty node inputs didnt get copied

#rb Jurre.deBaare,Aaron.Cox

#ROBOMERGE-SOURCE: CL 16703644 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16703653 by thomas sarkanen in ue5-release-engine-test branch]
2021-06-17 08:59:23 -04:00
Thomas Sarkanen
589c8f6ad0 Linked anim graphs/layers now appear in the "my blueprint" outline and context menu
Titles & icons tweaked to emphasise the linked content, not the type of the node.
Also fixes bounding box init issue when spawning new input pose nodes in linked anim graphs
Added the ability to override the tag checked when vierufying skeleton compatibility by FAssetData. This allows anim BPs to use the functionality as they have a "TargetSkeleton" tag vs. other assets with a "Skeleton" tag.

#rb Jurre.deBaare

[CL 16434383 by Thomas Sarkanen in ue5-main branch]
2021-05-24 06:55:32 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00