* Lets" ShowDebug Animation" work
* Lets input filtering work
* Allows the source/pivot to be a bone or socket
#jira UE-168456
#rb thomas.sarkanen
#preflight 635be2d44710dd6af8a44d77
[CL 22828729 by danny chapman in ue5-main branch]
Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds
After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds
#jira
#preflight
[CL 22173263 by marc audy in ue5-main branch]
We were holding two different copies of the component & actor transforms, now we just hold the one
Minor: also removed some pointer chasing in PreUpdate
#jira UE-130378 - Optimization pass on new UE5 anim node features
#preflight 61b324fef05b75b7610001e5
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18429641 in //UE5/Release-5.0/... via CL 18429643
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18429646 by thomas sarkanen in ue5-release-engine-test branch]
Per-node constant data is now held on a generated struct as part of sparse class data.
Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class.
The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements.
Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data.
Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants.
Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link.
Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future.
Moved property access into Engine module & removed event support from it - this was never used.
Reworked property access compilation API a little - construction/lifetime was a bit confusing previously.
Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few.
Patched the following nodes to use the new data approach:
- Asset players (sequences, blendspaces, aim offsets)
- Blend lists
- Ref poses
- Roots
#rb Jurre.deBaare, Martin.Wilson, Keith.Yerex
[CL 16090510 by Thomas Sarkanen in ue5-main branch]
Per-node constant data is now held on a generated struct as part of sparse class data.
Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class.
The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements.
Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data.
Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants.
Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link.
Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future.
Moved property access into Engine module & removed event support from it - this was never used.
Includes a thread-safety fix for 4.26 that hasnt made it over to 5.0 yet.
Reworked property access compilation API a little - construction/lifetime was a bit confusing previously.
Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few.
Patched the following nodes to use the new data approach:
- Asset players (sequences, blendspaces, aim offsets)
- Blend lists
- Ref poses
- Roots
#rb Jurre.deBaare, Martin.Wilson, Keith.Yerex
[CL 16071104 by Thomas Sarkanen in ue5-main branch]
Initial basic implementation, more features to follow.
Accessed via the context menu of a graph track.
Shows anim graph nodes in a linearized tree similar to ShowDebug ANIMATION.
Select a node to 'pin' all the properties that it traced (multi select supported) to the bottom of the window.
Scrub the timeline to see those properties change over time.
Asset references use clickable hyperlinks to go to the specified asset editor.
#rb Jurre.deBaare
[CL 11041140 by Thomas Sarkanen in Dev-Core branch]
#rnx
#rb none
#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870549 by ryan durand in Main branch]
Merging using Fortnite_Main<->Fortnite_ControlRig
#rb none
#ROBOMERGE-OWNER: helge.mathee
#ROBOMERGE-AUTHOR: helge.mathee
#ROBOMERGE-SOURCE: CL 7321580 via CL 7323175
#ROBOMERGE-BOT: (v371-7306989)
[CL 7323351 by helge mathee in Main branch]