"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]
To determine the to pick from skeleton we now traverse the outer chain to we eventually pick up the node for the blendspace, as in this case the asset is nested within a bunch of objects.
#jira UE-107725 - BlendSpace per-bone overrides don't show correctly
#rb Jurre.deBaare
#ROBOMERGE-SOURCE: CL 15470543 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15470552 by thomas sarkanen in ue5-main branch]
The setting of the exposed value bool was causing a skeleton recompilation before the binding was made. Also prevented multiple skeleton recompiles (causing the same issue) with multi-selected nodes.
#jira none
#rb Jurre.deBaare
[CL 15368864 by Thomas Sarkanen 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]
#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]
Original CL 5202790
#jira UE-67687
#rb Lina.Halper
#ROBOMERGE-SOURCE: CL 5203042 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5225185 by helge mathee in Main branch]
Original CL 5117200
#jira UE-67687
#rb Lina.Halper
#ROBOMERGE-SOURCE: CL 5203041 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 5225182 by helge mathee in Main branch]
Fixed anim node details customization so that it respects code re-ordered parameters and ordering metadata.
Fixed EditCondition and (As Pin) indicators causing double-checkboxes.
Moved (As Pin) indicators to a right-aligned checkbox instead of right-aligning the label.
Reordered anim node properties: AnimDynamics, ApplyAdditive, BlendBoneByChannel.
Also manually resized the 'eye' icon (as it was box filtered form 40x40) & fixed up asymmetric padding for its checkbox style. This means 'public' checkboxes in Blueprints are now square!
#rb Jurre.deBaare
#ROBOMERGE-SOURCE: CL 4738868 via CL 4738870 via CL 4738871
[CL 4738872 by thomas sarkanen in Main branch]
- make sure you can't continue with mismatching types of classes, code becomes very vulnerable
#jira: UE-58531
#rb: Martin.wilson
[CL 4301787 by Lina Halper in Dev-Anim branch]