Notifies only on skeletons only showed up when not in 'context sensitive' mode
State machine notifies were not showing up due to keying off the asset rather than the generated class
#jira UE-208828
#rb Jurre.deBaare
[CL 32016401 by thomas sarkanen in ue5-main branch]
Skeletons are no longer dirtied when adding notifies and sync markers from animation timelines.
Skeletons can still hold sync markers and notifies, but they are not mandatory and they can all be held in animation assets if required.
'Find References' for notifies and sync markers now launches the find/replace dialog when selected from the animation timeline.
Removing notifies and sync markers from the skeleton now does only that. To remove from animations, use the find/replace tab.
Updated BP node spawning for anim notifies to use a custom spawner, correctly use the asset registry, apply filtering and context sensitivity and move some of the code out of BlueprintGraph.
Added icons to distinguish sync markers/notifies in the editing tab.
Updated notify editing tab filtering to allow users to filter items from 'this' skeleton, compatible skeletons or other assets.
Additionally fixed up icons for some Persona tabs that were incorrect.
#jira UE-204872
#rb jaime.cifuentes, Phillip.Kavan
[CL 31168417 by thomas sarkanen in ue5-main branch]
Also fix copy-pasted code in AnimNext
Also fix crash when compiling a template anim BP without a preview instance (found while attempting repro)
#jira UE-192978
#rb jaime.cifuentes
[CL 30969455 by thomas sarkanen in ue5-main branch]
Fixed crash when selecting "On Motion Matching State Updated" function
Fixed ensure when undoing actions on a node with a blend profile selected
#jira UE-200705
#rb jose.villarroel, Nicholas.Frechette
[CL 30563653 by thomas sarkanen in ue5-main branch]
- Trace selected animation for ChooserPlayer node.
- Make debug bubbles in rewind debugger show all traced node properties, except Name.
- Make sequence player nodes display the current sequence in the debug bubble.
- Trace assets, such as Sequence or BlendSpace with the Key: Asset, and enable display of the Asset column in the AnimGraph rewind debugger details.
#rb Samuele.Rigamonti
[CL 28214450 by keith yerex in ue5-main branch]
[FYI] jose.villarroel
Original CL Desc
-----------------------------------------------------------------
Added Anim Blueprint Editor preference to disable showing assets in the context menu of anim graph. This results in a significantly faster context menu in large projects.
[REVIEW] [at]Aaron.Cox, [at]Thomas.Sarkanen
[CL 27252044 by jose villarroel in ue5-main branch]
Change early-out for exception handling to skip exceptions for all object types in preview worlds, not just actors. Also handle excpetions in this case when the debugger is attached to the object already (allows for break on exceptions to work).
Hook the BP exception delegate to disable ticking on the skeletal mesh component so we dont keep ticking runaway scripts
Tweaked thumbnail request to not submit the same asset multiple times - this happens multiple times on compilation and can cause longer hitches when the thumbnail is requested and ticked with an infinite loop in place.
#jira UE-188277
#rb dan.oconnor
[CL 26841618 by thomas sarkanen in ue5-main branch]
Additional changes:
- Added warnings for users using anim state events since we want to push towards using the state node functions.
- Added support for anim nodes to show any bound functions and not have them hardcoded.
- Added base context type for FAnimExecutionContext.
- Now users can specify the string for the default binding name of a function member reference in a BP by using the "DefaultBindingName" metadata tag. This will give the functionality to avoid having the default binding name be "NewFunction" and instead use the input string from the metadata tag.
#jira UE-184572
#rb Thomas.Sarkanen, jose.villarroel, aaron.cox
#preflight 646e6a836c2a2532b1f91efd
[CL 25631664 by roland munguia in ue5-main branch]