Commit Graph

70 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
e8981236c7 Fixed metadata preventing new bindings being created
#rb Jurre.deBaare

[CL 16755786 by Thomas Sarkanen in ue5-main branch]
2021-06-23 08:25:13 -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
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
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
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
Thomas Sarkanen
ddb9eeedd2 Fixed crash deleting, undoing then compiling a blend space graph
#jira UE-115449 - Crash occurs when deleting, undoing, and recompiling a Blend Space Graph node
#rb Jurre.deBaare

[CL 16420036 by Thomas Sarkanen in ue5-main branch]
2021-05-21 12:03:06 -04:00
danny chapman
e54fad360e Analysis for BlendSpace. Also includes:
Tweaks to the rendering of blendspaces, including separating the graph from the buttons
Context menu changes for the sample details
Changes to AnimationBlueprintLibrary and AnimPose from Jurre to help get the poses during analysis

#jira UE-114512
#rb thomas.sarkanen

[CL 16356830 by danny chapman in ue5-main branch]
2021-05-17 15:03:56 -04:00
jose villarroel
a0cad3df75 Fix for double click not working with shared transition rules
#review-16199518 @Thomas.Sarkanen
#fyi Caleb.Longmire, Fernando.Coello
#jira none
#rnx

[CL 16209390 by jose villarroel in ue5-main branch]
2021-05-05 13:03:32 -04:00
koray hagen
26af906499 Graph-driven pose warping, with root motion delta flow:
1) Root motion delta flow supported through all anim nodes deriving from FAnimNode_AssetPlayerBase and montages.
2) Stride/Orientation warping feature graph-driven evaluation modes which leverage root motion delta flow (graph-driven slope warping currently disabled).
3) Root motion flow connected to the Animation Warping plugin.
4) Pose Warping test map featuring various motion "styles" connected to pose warping (Motion Matching, Blend Space Graphs/Assets, Sequence Players, Evaluators).

#preflight 6092380a58c4790001a3e9b6
#rb aaron.cox, braeden.shosa, thomas.sarkanen
#jira none
#fyi laurent.delayen

[CL 16208667 by koray hagen in ue5-main branch]
2021-05-05 12:18:35 -04:00
Thomas Sarkanen
16eee0289d Anim node data/compiler refactor
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]
2021-04-22 04:57:09 -04:00
Thomas Sarkanen
5364bab827 Backing out CL 16071104
[CL 16071592 by Thomas Sarkanen in ue5-main branch]
2021-04-21 08:01:44 -04:00
Thomas Sarkanen
0ddbfb9894 Anim node data/compiler refactor
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]
2021-04-21 07:09:28 -04:00
Tim Smith
ff1048a3a7 Added new ReloadEnum method to the NodeDependingOnEnumInterface which will be utilized by the reload system to notify the node that the enumeration has been reloaded and that the given enum is the new address of the enum.
#rb phillip.kavan
#rnx
#preflight 6075cfa00a49b700011f10a3

[CL 15992752 by Tim Smith in ue5-main branch]
2021-04-13 14:52:21 -04:00
Jurre deBaare
d498271275 UStruct property default initializations
//UE5/Main - UE.EditorAutomation(RunTest=Editor) Win64 - Uninitialized script struct members found AnimGraphAttributes.h and other anim files
#jira UE-110793

//UE5/Main - UE.EditorAutomation(RunTest=Editor) Win64 - Uninitialized script struct members found DataSourceFiltering.h
#jira UE-110804

Fix BlendSpace errors in ShooterGame
#jira UE-111352

#rb Thomas.Sarkanen

[CL 15758350 by Jurre deBaare in ue5-main branch]
2021-03-22 07:53:36 -04:00
jose villarroel
23f73d1dc7 Added state aliasing for the anim graph state machine.
#review-15715574 @Thomas.Sarkanen, @Aaron.Cox
#preflight 6054c8f5c27ab80001b00547

[CL 15749554 by jose villarroel in ue5-main branch]
2021-03-19 14:32:13 -04:00