Fixes a case in RBAN where mesh component initialisation may pass through a zero delta time which can be used to divide in the calculation of a velocity when the node is set to inherit bone velocities.
#rb Benn.Gallagher
#jira UE-118618
[CL 16755554 by RyanyiNF in ue5-main branch]
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]
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]
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]
"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]
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]
This can cause crashes in certain graph configurations (e.g. when within a state machine, Initialize can be called without a CacheBones call directly afterwards)
#rb Jurre.deBaare
[CL 16112742 by Thomas Sarkanen in ue5-main branch]
- Added animation notify mirroring functionality
- Extended IGraphMessage to allow users to create context data that is attached to notifies
- Notify, NotifyBegin, NotifyTick, and NotifyEnd methods have been extedned to take an FAnimNotifyEventReference that can provide generic data
- StateMachines can optionally attach active state information to notifies
- Added function libraries to query if a notify was triggered by a particular state or state machine
- Added support for detecting if a notify was generated by a mirrored animation
#github https://github.com/EpicGames/UnrealEngine/pull/7204 Fredrik Lindh
#rb thomas.sarkanen, aaron.cox
#jira UE-111797
[CL 16099692 by timothy daoust in ue5-main branch]