Fixed check when blending curves when the required bones of linked anim instances were inconsistent with the main instance
This was caused by skeletal meshes streaming out setting the predicted LOD level without flagging required bones for recalculation, which meant that when a linked anim instance was created at a point where a LOD streamed out it could then build required bones at a different LOD to the main instance (e.g. main instance's required bones would be left at LOD 0, but linked instance's would be rebuilt at LOD 1).
Added accessors to the PredictedLODLevel and deprecated direct access to the member due to the potential for it to cause havoc if it is abused.
and
Prevent first-frame rendering issues when spawning LOD stripped skeletal meshes
#jira MH-3083
#jira UE-107627
#jira UE-78773
#jira FORT-354970
#jira FORT-345744
#jira FORT-355705
#rb Jurre.deBaare
[CL 15676600 by Thomas Sarkanen in ue5-main branch]
#jira UE-101777
#fix ensure that during PostUndo/Redo the skeleton tree is rebuild, behaviour was lost during restyle refactor
#rb Thomas.Sarkanen
#ROBOMERGE-SOURCE: CL 15558284 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15558294 by jurre debaare in ue5-main branch]
- make sure only visible (unfiltered) items can be navigated
#jira UE-107028
#rb trivial
#fyi benn.gallagher
[CL 15319856 by cedric caillaud in ue5-main branch]
Added a new animation graph node that hosts its own UBlendSpaceBase. Modified UBlendSpaceBase to allow for pose links to be evaluated as the sample points.
The new blend space graphs can be spawned from existing UBlendSpace and UBlendSpace1D assets, or they can be created from scratch, or they can be converted from existing blendspace player nodes via the context menu.
Fixed anim node conversion functions so that their transactions work correctly.
Updated FBlueprintEditorUtils::IsGraphNameUnique to allow it to work with any object as the outer, not just UBlueprint. UBlueprint still has a special case for functions and events. This is to support GenerateUniqueGraphName within a scope (e.g. an outer graph).
Formalized the concept of 'node sub-graphs' (as well as the composite node pattern a little). Previously a number of known node types that contained sub-graphs (e.g. UK2Node_Composite) had special case logic for dealing with node/graph deletion etc. Now any node can opt into this behaviour via the GetSubGraphs() override.
Added status bar readouts for the blendspace grid, so we dont have to stuff the prompts into the tooltip any more.
Moved anim BP related APIs out of FBlueprintEditor. They are always used via FAnimationBlueprintEditor.
Refactored graph title bar widget creation out into a function to allow other document tab factories to create it.
Altered breadcrumb trail click callbacks and SMyBlueprint::ExecuteAction to always JumpToHyperLink rather than calling OpenDocument directly. This allows unknown (to FBlueprintEditor) document types that reference objects to be correctly jumped to using the breadcrumb trail. Derived asset editors (i.e. FAnimationBlueprintEditor) can intercept the JumpToHyperlink call to ensure that the correct document is presented (i.e. the correct tab payload is generated).
Instead of making yet another bunch of duplicated code for handling the various alpha blend options, refactored this into FAnimGraphNodeAlphaOptions (for editor code) and FAnimNodeAlphaOptions (for runtime code).
Added OnCopyTermDefaultsToDefaultObject for per-node copying of default values from editor node to runtime node, rather than another special-case in the compiler.
#rb Jurre.deBaare,Phillip.Kavan
[CL 15177316 by Thomas Sarkanen in ue5-main branch]
#jira UE-104234
#rb Thomas.Sarkanen, Martin.Wilson, Alexis.Matte, Michael.Zyracki
+ Introduced UAnimDataModel, this currently represents the source data for bone and curve animation. It contains:
+ Bone animation tracks (FBoneAnimationTrack)
+ Key data (coarse)
+ Name
+ Bone tree index
+ Curve data (FAnimationCurveData)
+ Float Curves
+ Transform Curves
+ Play length
+ Sampling rate
+ Used for deriving the expected number of keys/frames when combined with the PlayLength
+ Transient data for supporting backwards compatibility APIs
+ (Dynamic) delegate which broadcasts the mutation Notifies
+ Introduced UAnimDataController, this has sole authority over mutating data contained by UAnimDataModel
+ API functionality allows to transform the contained data in all ways currently expected in the engine.
+ Any mutation will add an undo/redo-able FChange object into the transaction buffer
+ FChangeTransactor helper object allows for keeping track of (compounded) FChange's and inserting them into GUndo
+ Broadcasts change notifies alongside a payload object containing details about the change
+ Interested systems/objects can register to these changes through UAnimDataModel::OnModelModified event
+ Almost all functionality is exposed to both Blueprint and Python scripting
+ Allows for opening 'Brackets', these define the beginning and end of a chain of mutations. Allowing anything registered to OnModelModified to halt responding to the notifies until the (top-level) bracket is closed
+ Undo/redo actions
+ Each mutation to the UAnimDataModel is covered by a 'Action' which is based of FChange and is used to insert a undo/redo-able operation into the transactions buffer
+ Introduced EAnimDataModelNotifType and per-notify payload types. These are used to update views, and any model derived data
+ Introduced FAnimationCurveIdentifier, exposed to scripting, this is used for referencing a curve by name and type when passed to the controller
+ Allows for targetting a specific RichCurve as part of a TransformCurve
+ Introduced FAnimationDataNotifyCollectorused for keeping track of which notifies of type EAnimDataModelNotifType are broadcasted between top-level EAnimDataModelNotifType::BracketOpened and EAnimDataModelNotifType::BracketClosed notifies
+ Added CanTransact to UEngine, returns whether or not a transaction can be made
+ Added UAnimCompositeBase::SetCompositeLength, used for runtime changing of play length value
+ Animation Sequence helpers, containing 'helper' functionality for both AnimSequence and AnimDataModel
* Animation Sequence Base
+ virtual PopulateModel, called during upgrade path for converting existing (legacy) data to the new UAnimDataModel data
+ virtual OnModelModified, registered to the Model's OnModified event to handle any Notifies and payloads
+ Added UAnimDataModel sub-object (editor only)
+ Added UAnimDataController instance (transient and editor only)
+ FAnimationDataNotifyCollector to keep track of model bracketed notifies
* Deprecated
* SetSequenceLength()
* RefreshCurveData()
* MarkRawDataAsModified()
* RegisterOnAnimCurvesChanged()
* UnregisterOnAnimCurvesChanged()
* UnregisterOnAnimTrackCurvesChanged()
* RegisterOnAnimTrackCurvesChanged()
* Public access to RawCurveData
* Animation Sequence
+ Implements PopulateModel/OnModelModified for AnimationSequence related data
+ Added TargetFrameRate, currently locked to the initial sampling rate, but allows for resampling the UAnimDataModel data according to the set rate
+ Added NumberOfSampledKeys (editor only), populated by resampling process
+ Added NumberOfSampledFrames (editor only), populated by resampling process
+ Added ResampledAnimationTrackData (editor only and transient), populated by resampling process
+ Added bBlockCompressionRequests (editor only), used for blocking compression during automation tests
* Deprecated
* SetNumberOfSampledKeys()
* MarkRawDataAsModified()
* GetRawAnimationData()
* GetAnimationTrackNames()
* AddNewRawTrack()
* GetRawTrackToSkeletonMapTable()
* GetRawAnimationTrack()
* GetRawAnimationTrack()
* UpdateFrameRate()
* ExtractBoneTransform()
* CompressRawAnimData()
* GetSkeletonIndexFromRawDataTrackIndex()
* RecycleAnimSequence()
* CleanAnimSequenceForImport()
* CopyNotifies()
* PostProcessSequence()
* AddLoopingInterpolation()
* RemoveAllTracks()
* DoesContainTransformCurves()
* InsertFramesToRawAnimData()
* CropRawAnimData()
* RemoveTrack()
* InsertTrack()
* ResizeSequence()
* Non-editor access to GetUncompressedRawSize()
* Non-editor access to GetApproxRawSize()
* Public access to UpdateCompressedCurveName()
* NumberOfKeys
* SamplingFrameRate
* TrackToSkeletonMapTable
* RawAnimationData
* AnimationTrackNames
* Animation Streamable
* Model from source Sequence is duplicated rather than copying animation data
* Deprecated ERawCurveTrackTypes::RCT_Vector (marked as hidden)
+ Added automated test for
+ All script exposed controller functionality
+ Undo/redo actions
* Updated existing AnimSequence tests with deprecation and new expected data
+ Base data for compression is now populated from the 'resampled' version stored on the AnimSequence
+ Data cleanup and validation is now performed during compression
+ Track sanitization is now performed during compression (normalizing Quats and clamping near-zero values to zero)
+ Key reduction
+ Invalid track (missing bone from skeleton) removal
+ Curve name validation against skeleton
* Replaced RawCurves with Float curves
* Updated DDC key
- Removed all Guid generation related functionality (now part of the model)
* AnimSequenceBase model registers to AnimModel's notify event, used for refreshing the tracks
* Replaces the in-place calling of RefreshTracks()
* All curve tracks now hold a const CurveType* rather than a CurveType*/& for introspection of its data
+ Any mutations now go through the controller API
+ Uses AnimationCurveIdentifier to set Transform's per-channel tracks
* RichCurveEditorModelNamed conformed to model/controller
+ Any modifications are applied to an temporary CurveType which always contains a copy of the const-ptr after any previous mutation
+ Registers to the outer AnimModel's notify event, used for updating the cached curve data
+ Registers to CurveModifiedDelegate, used for copying the temp curve data to the model using SetCurveKeys
* Not-ideal but point that I got to for V1
* Would be replaced with either refactoring FRichCurve to be MVC like, or by calling UAnimDataController functionality from an implementation of FRichCurveEditorModel
* Mark FChange overrides as final for swap/command change permutations
* Changed FCompoundChange GetDescription to return concatenation of all sub-changes
* Added GetDescription to FTransaction which returns the ToString() value of any contained FChange entries.
* Entries in SUndoHistory tab now have a ToolTip showing the GetDescription() value
+ FChangeTransactor helper object allows for keeping track of (compounded) FChange's and inserting them into GUndo
* Deprecation handling, conforming code to new APIs and exposing structure/objects/properties to scripting
* Conforming AnimSequence importing from FBX to Model/Controller changes
[CL 15106211 by Jurre deBaare in ue5-main branch]
Improved blend profile support adding a time based method.
#jira UE-100992
#review @Aaron.Cox, @Jose.Villarroel, @Thomas.Sarkanen
[CL 14831887 by john vanderburg in ue5-main branch]
Adding a public member to USkeletalMesh class is now prohibed since it can break asynchronous operations that will be added next to this submit.
#rb danny.couture
#jira UEENT-3936
#rnx
[CL 14812920 by Alexis Matte in ue5-main branch]
-Added option to blend profile picker for blend mask creation.
-Fixed issue w/ Blend profile picker sometimes showing in non-standalone mode outside of skeleton editor.
-Fixed issue w/ reset to default w/ blend profiles.
-Added blend mask mode to layered blend per bone node
#jira UE-101586
#review-14761881 @Aaron.Cox, @John.VanDerBurg, @Thomas.Sarkanen
[CL 14798723 by jose villarroel in ue5-main branch]
Pressing tab or clicking away from the edit field would not update the runtime.
This is fixed now.
#jira none
#review-14539652 @Aaron.Cox, @Thomas.Sarkanen
[CL 14546178 by john vanderburg in ue5-main branch]