#fix ensure when updating/removing tracks with invalid bone tree index also broadcast notify for track changed when bone index is updated in addition to removing bone tracks. This will force a resample of the source data - ensuring that bone indices are valid when compressing
#jira UE-116493
#preflight 60cb3886634cd100015fe2c1
[CL 16703680 by Jurre deBaare in ue5-main branch]
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
[CL 16703644 by Thomas Sarkanen in ue5-main branch]
Add the ability to enable auto compile when adding new C++ classes.
Fixed user feedback issues when adding new C++ classes.
#rb joe.kirchoff
#rnx
#jira UE-116958
#preflight 60cb2e884ce02c0001d278c1
[CL 16703582 by Tim Smith in ue5-main branch]
Also added support for local variables in binding.
+ React to removing local variable
+ React to renaming local variable
+ React to changing local variable type
#rb sara.schvartzman
#jira UE-101980
[CL 16703406 by Helge Mathee in ue5-main branch]
* Fixes a crash accessing some of the attributes later on
#rb luc.eygasier
#ROBOMERGE-SOURCE: CL 16699479
#ROBOMERGE-BOT: (v835-16672529)
[CL 16699480 by sebastien lussier in ue5-main branch]
Integration touches several places in the engine:
1) SoundWave -- A check box enables Bink Audio as the codec of choice for that sound wave.
2) Decoder - Each supported platform's AudioMixer now returns BINK if the soundwave requests it. Additionally, the TargetPlatform returns BINK as an available codec, and returns it to the cooking code if the sound wave requests it.
3) Encode - TargetPlatform.Build.cs adds the encoder to the editor dependencies, and it gets picked up in the TPMM formats search.
[CL 16682710 by Dan Thompson in ue5-main branch]
Unreal side of the encoder. Mostly just a thunk to the SDK, with some interleaving and splitting for the Unreal streaming system.
[CL 16679911 by Dan Thompson in ue5-main branch]