Enables use of layered blends in template animation blueprints
#jira UE-137671
#rb Jose Villarroel
#preflight 632c74aca4769ad714ac21c8
[CL 22145944 by thomas sarkanen in ue5-main branch]
Provided by David Bolo
#rb thomas.sarkanen marc.audy
#jira UE-126997
#preflight 6321884c29254beccbb7bbe9
[CL 22003808 by jaime cifuentes 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 Eventually the overall CacheBones path could be superseded with lazy-update systems based on this serial number.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]
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]
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]
-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]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870586 by ryan durand in Main branch]
#rb: Martin.Wilson
#jira: FORT-113893
#ROBOMERGE-SOURCE: CL 5768200 via CL 5768201 via CL 5768840 via CL 5770648
[CL 5770764 by lina halper in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
#proj core
#branch UE4
#summary Removed header groups, removed some redundant includes and replaced with forward declarations. Fixed compilation errors.
[CL 2055361 by Mikolaj Sieluzycki in Main branch]