* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds
[CL 26082288 by henrik karlsson in 5.3 branch]
This allows animators inject knee motion either manually or with procedural controls within the graph.
[REVIEW] [at]Aaron.Cox, [at]Thomas.Sarkanen
#preflight 6474508d8137a37b85494382
[CL 25683102 by jose villarroel in ue5-main branch]
Runtime notes:
- Removes 'smart name' usage across the animation systems.
- Changed curve blending from a uniform array (sized per skeleton) to a sparse array of sorted named values. Blends and other combiners are performed using a dual iteration 'tape merge'.
- Skeleton curves are no longer guaranteed to cover all curve names that can be found at runtime.
Editor notes:
- Curve metadata (flags, bone links etc.) is still present on the skeleton, but can also now exist on a skeletal mesh
- Curve metadata (for morph targets) is still populated on import
- Curves can now be used arbitrarily at runtime
New features:
- New Find/Replace dialog that allows for batch-replacing curves and notifies across all of a project's assets
- New curve debugger tab in various Persona editors that allows for viewing curve values live. This also now allows viewing curves for specific pose watches.
- Pose watches now output curve tracks to the Rewind Debugger
#rb Jurre.deBaare,Nicholas.Frechette,Sara.Schvartzman,Helge.Mathee,Kiaran.Ritchie,Jaime.Cifuentes,Martin.Wilson,Keith.Yerex,Andrean.Franc (and more!)
#jira UE-167776
#jira UE-173716
#jira UE-110407
#preflight 63fc98c81206d91a2bc3ab90
#preflight 63f3ad4f81646f1f24c240c2
[CL 24421496 by Thomas Sarkanen in ue5-main branch]
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
Also patched up some other instances of anim nodes where this could occur
#jira UE-166235
#preflight 634406087045f13c96aafa70
#rb Jurre.deBaare
[CL 22431499 by thomas sarkanen in ue5-main branch]
This is a huge change with the focus on improving compile times. It SHOULDN'T have any behavior changes since it is "only" splitting up large files in multiple smaller files and forward declare lots of types. This change is based on compile score results.
Highlights
* Moved lots and lots of types out of FortTypes.h and in to their own files to be able to avoid including FortTypes.h
* Removed FortTypes.h includes from lots of files
* Identified critical paths for includes and cut them off using forward declares or moving types out of big files
* Lots of adding of includes to be able to handle a large UE change that cut off dependencies in lots of engine files (will be submitted separately
Also fixed a bunch of linux non-monolithic build errors just to be able to verify that these changes worked
Reviewed in spirit by Marc Audy :-)
#rb none
#preflight 634350bcc272487ed4323f00
[CL 22427442 by marc audy in ue5-main branch]
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira
#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf
[CL 21181076 by Bryan sefcik in ue5-main branch]
Remove properties and functions so that redirectors can do their job
Add redirector for function paramter
#preflight
#codereview jaime.cifuentes, thomas.sarkanen, john.vanderburg
[CL 21140261 by Marc Audy in ue5-main branch]
Renamed / deprecated master/slave terms at SkinnedMeshComponent and SkeletalMeshComponent (plus all the users)
#jira UE-158645, UE-158525, UE-158532
#review @thomas.sarkanen @john.vanderburg
#preflight 62ced88af324cee189e48d43
#tests Verified the properties transfer correctly after modifying them without the fix and loading the character with the component with the fix applied
#preflight 62cfc490c36afd11ef07c9ab
[CL 21088391 by jaime cifuentes in ue5-main branch]
Adding the old property as deprecated, so the c++ continues compiling for external users of the engine
#jira UE-158645
#review @thomas.sarkanen
#fyi @benn.gallagher
#preflight 62cd75d33f422700272a0e11
[CL 21055821 by jaime cifuentes in ue5-main branch]
Fixed RBAN not re-initialzing correctly on re-instancing - added a special case to reinit the simulation.
Made reinstancing handler virtual so users can add their own fallbacks in the future.
Fixed dynamic AnimGraphLayers not (un)linking correctly after live-recompile, as it was trying to link against the old (replaced) animation instance
#rb Jurre.deBaare
#preflight 628cf1dec97e4beea3a2f541
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 20349883 via CL 20349893 via CL 20349912
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)
[CL 20352477 by thomas sarkanen in ue5-main branch]
- Rigid Body Animation Nodes can now add kinematic objects at runtime to represent any Cloth Colliders defined in a parent skeleton. This can be used to improve the behavior of RBAN alternatives to cloth simulation (often used at lower LODs).
- There is a new Checkbox (called Use External Cloth Collision) on the RBAN node preferences panel to enable this feature .
[REVIEW] [at]Chris.Caulfield, [at]Kriss.Gossart
[FYI] [at]Charles.Anderson
#preflight 62419a0e4271438b073c931a
#ROBOMERGE-AUTHOR: nick.brett
#ROBOMERGE-SOURCE: CL 19525550 via CL 19525561 via CL 19525566
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v937-19513599)
[CL 19532620 by nick brett in ue5-main branch]