Commit Graph

165 Commits

Author SHA1 Message Date
benjamin jillich
fb830776ad Physics is broken for the strings on Taro's hoodie in MH_UEFN_QA
Introduced new flag to ignore the RBAN LOD threshold CVAR and force use the one locally set on the anim graph node.



#changelist validated
#virtualized

[CL 31291341 by benjamin jillich in ue5-main branch]
2024-02-08 10:05:16 -05:00
thomas sarkanen
f12d133845 Fix error caused by unknown edit condition in twist corrective node
#jira UE-83314

[CL 30885712 by thomas sarkanen in ue5-main branch]
2024-01-25 09:58:44 -05:00
carles fernandez
ed1ddd0c71 Simplified logic which decides whether RBAN should be enabled or disabled server side.
p.RigidBodyNodeServer has been removed in favor of the already existing "p.RigidBodyNode". We are now setting this CVar to false via DedicatedServerEngine.ini.
Refactored CVarEnableRigidBodyNode to use FAutoConsoleVariableRef instead of TAutoConsoleVariable.
Using bools directly instead of calling (CVar.GetValueOnAnyThread())

#tests Tested in editor and cooked builds (Development and Test configs).
#rb andrew.ladenberger, evgenii.babinets
[FYI] richard.smith

[CL 30816069 by carles fernandez in ue5-main branch]
2024-01-23 15:37:14 -05:00
frederick lupien
36ea43ac2c Add Per axis alpha parameter to hand IK retarget node to allow to apply the resulting translation with custom weights for each axis
#rb Jose.Villarroel
[FYI] Paul.McLaurin

[CL 30813743 by frederick lupien in ue5-main branch]
2024-01-23 14:38:17 -05:00
kiaran ritchie
959c72b0a4 Adding "soft IK" to LegIK anim node.
#rb jose.villarroel
#JIRA UE-201320

[CL 30164446 by kiaran ritchie in ue5-main branch]
2023-12-06 14:46:33 -05:00
benjamin jillich
7d8e68533b Add possibility to expose the LOD thresholds as pins
for the following nodes:
Control Rig
Rig Logic
Skeletal Control Base (RBAN)

The plan is to use this on AnimBPs that are shared across different characters presets so that we can granularily control compute on the LOD levels for each.


#rb andrean.franc, danny.chapman, Helge.Mathee, henry.falconer

[CL 30038397 by benjamin jillich in ue5-main branch]
2023-12-01 08:18:10 -05:00
carles fernandez
1662680b8d Disabled RBAN (Rigid Body Animation Nodes) on the server.
- Created new cvar: "p.RigidBodyNodeServer" which defaults to 0 (disabled).
- Added new STAT_RigidBodyNodeInitTime_SetupSimulation which tracks the more expensive part of calling FAnimNode_RigidBody::InitPhysics.
#rb matt.harris, richard.smith

#tests Tested in editor and cooked builds (Development and Test configs).
[FYI] richard.smith

[CL 29962655 by carles fernandez in ue5-main branch]
2023-11-28 12:14:00 -05:00
benjamin jillich
3ddf102b31 Runtime switching override physics assets on rigid body animation node using function library
A few days ago I've added runtime switching for the override physics assets by exposing the override physics assets as a pin. To align better with the pattern we use with larger objects, I've now changed that to a function library.


#changelist validated

#virtualized

[CL 29127203 by benjamin jillich in ue5-main branch]
2023-10-26 05:08:54 -04:00
stan hormell
8c1ae5f6e9 [Backout] - CL29082994 - CIS Error
[FYI] benjamin.jillich
Original CL Desc
-----------------------------------------------------------------
Runtime switching override physics assets on rigid body animation node using function library

A few days ago I've added runtime switching for the override physics assets by exposing the override physics assets as a pin. To align better with the pattern we use with larger objects, I've now changed that to a function library.

[CL 29110798 by stan hormell in ue5-main branch]
2023-10-25 19:44:03 -04:00
benjamin jillich
21abf94281 Runtime switching override physics assets on rigid body animation node using function library
A few days ago I've added runtime switching for the override physics assets by exposing the override physics assets as a pin. To align better with the pattern we use with larger objects, I've now changed that to a function library.

[CL 29083014 by benjamin jillich in ue5-main branch]
2023-10-25 05:49:26 -04:00
benjamin jillich
04ce605fee RBAN can now expose the override physics asset as a pin
* Detects changes on the physics override asset in case it gets piped in as a pin and re-initializes physics along with the bone references.
* Added a new property to control if the physics asset shall be defaulted to the one set to the skeletal mesh in case the overwrite physics asset is not specified. Default is true to ensure behavior doesn't change.

[CL 28873907 by benjamin jillich in ue5-main branch]
2023-10-18 07:42:40 -04:00
henrik karlsson
5db685f97d [Engine]
* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds

[CL 26082269 by henrik karlsson in ue5-main branch]
2023-06-17 18:13:06 -04:00
danny chapman
0e5c4849f3 Build fix - make some functions inline so they can be used elsewhere
#rb trivial
#preflight 647a01e3e75a2263919b0dc5

[CL 25764895 by danny chapman in ue5-main branch]
2023-06-02 12:32:07 -04:00
jose villarroel
bfd65f960c Added twist offset to LegIK node.
This allows animators inject knee motion either manually or with procedural controls within the graph.
[REVIEW] [at]Aaron.Cox, [at]Thomas.Sarkanen
#preflight 6474508d8137a37b85494382

[CL 25683102 by jose villarroel in ue5-main branch]
2023-05-30 14:35:39 -04:00
dan oconnor
0a97a12d8b Mark FSimSpaceSettings as POD, it has a constructor but can be copied with memcpy, this will result in STRUCT_IsPlainOldData being set, which will speed up working with UserDefinedStructs that aggregate this structure. This structure has been embedded heavily in some UserDefinedStruct (ex. RBANParamsStruct). Drawback to this change is that if we add NON-Pod data to this structure we will memcpy it.
#rb chris.caulfield
#jira
#rnx

[CL 25644740 by dan oconnor in ue5-main branch]
2023-05-26 12:11:11 -04:00
benjamin jillich
50ff8d4637 Small typo fixes
#preflight 64413668b91c13075807ce9d

[CL 25125893 by benjamin jillich in ue5-main branch]
2023-04-20 09:13:09 -04:00
Thomas Sarkanen
502797ca50 Animation Curve Runtime & Editor Improvements
Runtime notes:
- Removes 'smart name' usage across the animation systems.
- Changed curve blending from a uniform array (sized per skeleton) to a sparse array of sorted named values. Blends and other combiners are performed using a dual iteration 'tape merge'.
- Skeleton curves are no longer guaranteed to cover all curve names that can be found at runtime.

Editor notes:
- Curve metadata (flags, bone links etc.) is still present on the skeleton, but can also now exist on a skeletal mesh
- Curve metadata (for morph targets) is still populated on import
- Curves can now be used arbitrarily at runtime

New features:
- New Find/Replace dialog that allows for batch-replacing curves and notifies across all of a project's assets
- New curve debugger tab in various Persona editors that allows for viewing curve values live. This also now allows viewing curves for specific pose watches.
- Pose watches now output curve tracks to the Rewind Debugger

#rb Jurre.deBaare,Nicholas.Frechette,Sara.Schvartzman,Helge.Mathee,Kiaran.Ritchie,Jaime.Cifuentes,Martin.Wilson,Keith.Yerex,Andrean.Franc (and more!)
#jira UE-167776
#jira UE-173716
#jira UE-110407
#preflight 63fc98c81206d91a2bc3ab90
#preflight 63f3ad4f81646f1f24c240c2

[CL 24421496 by Thomas Sarkanen in ue5-main branch]
2023-02-27 07:20:58 -05:00
jaime cifuentes
a20a6e0027 Added validation and visual error functionality to AnimNode_SkeletalControlBase, which can be used to check referenced bones and show errors on the AnimGraph nodes that use them (so it is clear if the setup does not work due to a bone missing)
#rb thomas.sarkanen
#jira UE-160111
#preflight 63b85453c927e34482895de4

[CL 23599353 by jaime cifuentes in ue5-main branch]
2023-01-06 12:16:12 -05:00
Bryan sefcik
80f80e7a25 Updated the underlying types for regular and namespaced enums.
#jira
#preflight 638e6d479549ddaa2822be9a

[CL 23421568 by Bryan sefcik in ue5-main branch]
2022-12-06 19:43:59 -05:00
henrik karlsson
fa90b399a4 Added includes for future change. This changelist only contains added #include and a couple of empty placeholder files
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch

#preflight 63635997876630122adeab9f
#rb none

[CL 22958990 by henrik karlsson in ue5-main branch]
2022-11-03 14:18:47 -04:00
henrik karlsson
b5b86c796c This change is a strategical submit for a coming change that removes lots of includes in headers that are included by many files. This change contains adding of includes in files that previously got those includes transitively from other inclkudes
#preflight 6355d4940313c24974b2107b
#rb none

[CL 22783162 by henrik karlsson in ue5-main branch]
2022-10-26 12:57:32 -04:00
jaime cifuentes
39bb9b978b Truncation fixes for AnimationGraphRuntime module
#rb @thomas.sarkanen
#jira UE-166634
#preflight 63591a0a764df4711e65c76e

[CL 22776099 by jaime cifuentes in ue5-main branch]
2022-10-26 07:34:18 -04:00
Nicholas Frechette
a182dbd867 Wrap deprecated properties with WITH_EDITORONLY_DATA to avoid runtime waste
#jira UE-49197
#rb Thomas.Sarkanen, Helge.Mathee
#preflight 6358002a66733d70593afa3f

[CL 22751839 by Nicholas Frechette in ue5-main branch]
2022-10-25 11:42:04 -04:00
jaime cifuentes
3dd74bd523 Truncation fixes for AnimationGraph and AnimationGraphRuntime module. Part of UE-166634 and UE-166633
#rb @tomas.sarkanen
#jira UE-166634 UE-166633
#preflight 635695410313c24974d9babc

[CL 22725844 by jaime cifuentes in ue5-main branch]
2022-10-24 09:48:39 -04:00
thomas sarkanen
08851ed7a0 Fixed crashes caused by re-instancing clobbering the size of EditFixedSize arrays in anim nodes
Also patched up some other instances of anim nodes where this could occur

#jira UE-166235
#preflight 634406087045f13c96aafa70
#rb Jurre.deBaare

[CL 22431499 by thomas sarkanen in ue5-main branch]
2022-10-10 12:14:03 -04:00