Commit Graph

418 Commits

Author SHA1 Message Date
Thomas Sarkanen
bc2299c887 Removing Initialize and Evaluate functions
For now, removing these as their semantics are due to change
Also converting Update and Become Relevant functions to use more-devived-typed update context (less casting required)

#rb Jurre.deBaare

[CL 16771205 by Thomas Sarkanen in ue5-main branch]
2021-06-24 08:29:54 -04:00
Thomas Sarkanen
a7693139ce Fixed crash drag/dropping a sequence player into a template anim BP
#rb Jurre.deBaare

[CL 16771196 by Thomas Sarkanen in ue5-main branch]
2021-06-24 08:29:21 -04:00
Thomas Sarkanen
19480af086 Fix crash when compiling-on-load a graph that contains NULL nodes
#rb Jurre.deBaare

[CL 16771191 by Thomas Sarkanen in ue5-main branch]
2021-06-24 08:28:54 -04:00
Thomas Sarkanen
073b4557f4 Display whether anim node properties are dynamic in the binding menu
#rb Jurre.deBaare

[CL 16755373 by Thomas Sarkanen in ue5-main branch]
2021-06-23 06:37:51 -04:00
Thomas Sarkanen
76a779f4c7 Fixed warning when linked anim graph node pins are connected
#jira UE-118583
#rb Jurre.deBaare

[CL 16743757 by Thomas Sarkanen in ue5-main branch]
2021-06-22 11:31:08 -04:00
Jurre deBaare
b24cfcfe77 Ported project specific scriptability UFunctions to Engine:
- SetPreviewSkeletalMesh to UAnimationAsset and UAnimBlueprint
- Functionality to retrieve UAnimationGraphs and UAnimationGraphNodes of a specific class from UAnimBlueprint and UAnimationGraph respectively
- Functionality for pose driver/asset scripting

#jira UE-117797
#rb Thomas.Sarkanen
#preflight 60d075e32ab218000115936a
#preflight 60d1a3eaa819040001397a52

[CL 16741838 by Jurre deBaare in ue5-main branch]
2021-06-22 08:24:00 -04:00
Thomas Sarkanen
73c773c260 Fix error reporting for dynamic values that are not exposed on pins
#rb Jurre.deBaare

[CL 16739973 by Thomas Sarkanen in ue5-main branch]
2021-06-22 04:45:40 -04:00
Thomas Sarkanen
38caea3a8e Improvements to anim node function calls
Split 'node context' into an 'evaluation context' and a 'node reference' type and updated regular function signatures when creating node functions. This way we can seperate concerns (and potentially reference anim nodes standalone in the future).
Moved function caller code into function ref file to stop AnimNodeBase bloat.
Fixed functions not being called on root nodes.

#rb Jurre.deBaare

[CL 16727107 by Thomas Sarkanen in ue5-main branch]
2021-06-21 07:54:03 -04:00
Thomas Sarkanen
8386a21384 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

[CL 16705828 by Thomas Sarkanen in ue5-main branch]
2021-06-17 12:08:21 -04:00
Thomas Sarkanen
2b033d861e 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

[CL 16703644 by Thomas Sarkanen in ue5-main branch]
2021-06-17 08:58:34 -04:00
Patrick Boutot
d2d2b28611 Slate: Convert SButton attributes to SlateAttributes
#rb vincent.gauthier

[CL 16673611 by Patrick Boutot in ue5-main branch]
2021-06-15 10:51:57 -04:00
Thomas Sarkanen
639e989101 Fix asset player names and 'empty' players not appearing in context menus correctly
Also fix asset references persisting when applying a property access binding

#jira UE-116509 - Unable to create empty Blend Space Graphs in the Anim Graph
#rb Jurre.deBaare

[CL 16657336 by Thomas Sarkanen in ue5-main branch]
2021-06-14 08:21:54 -04:00
timothy daoust
8eb5556081 Added the ability to drag layers to create a linked anim layer node
#jira UE-81805

#rb thomas.sarkanen

[CL 16594838 by timothy daoust in ue5-main branch]
2021-06-08 17:58:05 -04:00
timothy daoust
0d26966f09 Fix Non Unity compile errors caused by changes to AnimStateNodeBase
#rb aaron.cox

[CL 16553194 by timothy daoust in ue5-main branch]
2021-06-03 17:05:43 -04:00
timothy daoust
d6ca80a2e5 Fixed a bug where state naming was not validating against sub-graphs
#jira UE-114207

#rb jurre.debaare

[CL 16536792 by timothy daoust in ue5-main branch]
2021-06-02 13:46:46 -04:00
Thomas Sarkanen
6adfe86822 Fix crashes, inconsistencies and performance issues with layered blend per bone node
Introduces a serial number to FBoneContainer that allows easier refreshing of bone-relative data. Eventually the overall CacheBones path could be superseded with lazy-update systems based on this serial number.

#jira UE-116464 - Layered blend per bone crash
#rb Jurre.deBaare

[CL 16466917 by Thomas Sarkanen in ue5-main branch]
2021-05-26 07:55:41 -04:00
Thomas Sarkanen
ebc803bd83 Unify titles of asset players to use a common format
Use correct title for asset players when asset is bound to property access

#jira UE-116472 - Asset players bound via property access incorrectly report that they use asset 'None'
#rb Jurre.deBaare

[CL 16466900 by Thomas Sarkanen in ue5-main branch]
2021-05-26 07:53:28 -04:00
Thomas Sarkanen
56b3ba9d79 Move anim node pin binding to pin context menu
Binding workflow is now common with control rig
Bindings still show up on pins when bound, but the binding combobox is not displayed until bound

#rb Jurre.deBaare

[CL 16465796 by Thomas Sarkanen in ue5-main branch]
2021-05-26 05:12:26 -04:00
Thomas Sarkanen
ef85f31796 Fix 'expose as pin' menu item not appearing
Menu extender wasnt being correctly combined with a last minute change to fix a CIS issue.

#rb Jurre.deBaare

[CL 16445600 by Thomas Sarkanen in ue5-main branch]
2021-05-25 05:16:56 -04:00
Thomas Sarkanen
50c6861a06 Fix for structure accesses from property access nodes not linking their expanded nodes correctly
#rn Jurre.deBaare

[CL 16445489 by Thomas Sarkanen in ue5-main branch]
2021-05-25 04:35:25 -04:00
Thomas Sarkanen
50961d34d4 Fixed property access binding copies being skipped if a node uses BP
Fast path copies were unaffected as they defaulted to their generated BP logic, despite the fast path not being generated.

#jira UE-116370 - Property Access failing to bind under specific conditions
#rb Jurre.deBaare,Koray.Hagen

[CL 16445486 by Thomas Sarkanen in ue5-main branch]
2021-05-25 04:34:31 -04:00
Thomas Sarkanen
0f8ecdb48d Fix static analysis warning
#rb Jurre.deBaare

[CL 16435879 by Thomas Sarkanen in ue5-main branch]
2021-05-24 11:20:41 -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
Thomas Sarkanen
d411e1b010 Fixed unloaded assets in asset players not showing up in anim BP context menus
Unified the approach to gathering assets and spawning nodes from them. Previously each had its own slightly unique code doing similar things.
Note that with this change it is now possible to directly spawn 'evaluator' style nodes from the context menu instead of relying on a context menu conversion step.
Also tweaked icons, tooltips and titles for consistency

#rb Jurre.deBaare

[CL 16434364 by Thomas Sarkanen in ue5-main branch]
2021-05-24 06:45:16 -04:00
Thomas Sarkanen
3e92b56aa0 Animation: thread-safe execution and property access improvements
"Call function" anim node:
- Adds the ability to call functions at different points in the anim graph execution (and under different conditions, e.g. when a branch has started blending in). Only thread-safe functions are allowed to be called.
- Adds a thread-safe override point BlueprintThreadSafeUpdateAnimation, called on worker threads for the main instance and for linked instances when they are relevant in the graph (only one call per frame for linked layer instances).

Subsystems:
- Added new override points pre/post event graph(s) (moved override point for worker thread work to around the thread safe update function call).

Improves property access integration:
- Property access now shows (and allows the user to override) the call site of accesses. This is to allow users to see when their property access calls will be made, hopefully making its use less confusing for power users.
- Tweaked UX for property access nodes and dropdowns.
- Anim node pins now have property access bindings in-line on the pin.

Also adds the abilility for the anim graph to opt-in (via a config flag) to more stringent thread safety checks. Disabled by default for now as this requires content fixup.

#jira UE-115745 - Anim Blueprint Encapsulation
#rb Jurre.deBaare

[CL 16434092 by Thomas Sarkanen in ue5-main branch]
2021-05-24 04:47:52 -04:00