Commit Graph

396 Commits

Author SHA1 Message Date
Thomas Sarkanen
a1047a0ab3 Fixed non-unity non-PCH compile errors
#jira UE-105396
#jira UE-105389
#rb trivial

[CL 15036308 by Thomas Sarkanen in ue5-main branch]
2021-01-11 07:54:28 -04:00
Thomas Sarkanen
13721df624 Removed ensure that could fire with old bits of anim graph left hanging around
#jira UE-105220
#rb Jurre.deBaare

[CL 15010625 by Thomas Sarkanen in ue5-main branch]
2021-01-07 12:00:35 -04:00
danny chapman
6139979106 Fix AnimBP transition warning if the rule is bound. Also auto-disconnect pins if they are to be replaced with a bound rule.
#jira UE-103558
#jira UE-105039
#rb thomas.sarkanen

[CL 15009206 by danny chapman in ue5-main branch]
2021-01-07 05:43:03 -04:00
Thomas Sarkanen
b85a3cea8c Animation sync node and anim graph attributes
Refactored tick record sync into utility structure - FAnimSync. This improves the odd API around tick records, better encapsulating functionality and leaving less for the caller to get wrong. This will also eventually allow this to be refactored out into a scriptable pipeline stage.
Added sync node and scoped sync message for new 'graph based sync'. Nodes that subscribe to graph-based-sync determine their sync group based on the scope that they are in.
Removed 4.26-style sync scopes - pushed all syncing up to the main anim instance. Linked anim instances no longer sync their own tick records.
To make graph based sync more useful, surfaced graph attributes and their visualizations as labels on pins and parallel wires to visualize flow.
This involves statically determining the attribute flow of the graph at compile time. Added a new compiler handler to deal with this new debug data.
Updated a lot of nodes to specify their attributes so graph flow can be correctly visualized.
Added tracing of attributes and sync records and visualization of traced records when debugging the anim graph.

#rb Jurre.deBaare, Martin.Wilson

[CL 14998555 by Thomas Sarkanen in ue5-main branch]
2021-01-06 09:11:59 -04:00
danny chapman
28ac3a409b Back out changes from 14974926 which cased blueprint compilation errors when the child anim blueprint intentionally had a different skeleton to the parent
#jira UE-105043

[CL 14993955 by danny chapman in ue5-main branch]
2021-01-05 15:16:55 -04:00
danny chapman
bf10c93d8c Addresses problem of being able to change the skeleton in a child animation blueprint by generating errors from the blueprint compilation helping the user fix things up
#jira UE-103860
#rb thomas.sarkanen

[CL 14974926 by danny chapman in ue5-main branch]
2021-01-04 09:29:10 -04:00
timothy daoust
3b3bf723c4 Pause the animation timeline for animation sequences with 1 frame
#jira UE-86940  (Pause or Lock AnimTimeline for Animation Sequences with only 1 frame when opened)

#rb thomas.sarkanen

[CL 14879724 by timothy daoust in ue5-main branch]
2020-12-08 12:53:04 -04:00
john vanderburg
e6bf65cb19 Add support for blend profiles inside anim montages and blend nodes.
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]
2020-12-01 18:43:52 -04:00
halfdan ingvarsson
0e50cd24fe Relocating the contents of the Classes directory in AnimGraph in favor of Public.
#jira none
#trivial

[CL 14823295 by halfdan ingvarsson in ue5-main branch]
2020-11-30 16:40:07 -04:00
Lina Halper
963faf8b0d IKRig plugin first version
- you can add one type of solver - transform and then that will give you one goal and you can run it.
- 3 modules - IKRig, IKRigDeveloper, IKRigEditor
- IKRigDefinition is the main data for anim node.

#rb: Kiaran.Ritchie, Halfdan.Ingvarsson
#fyi: Kiaran.Ritchie

[CL 14814068 by Lina Halper in ue5-main branch]
2020-11-25 17:38:42 -04:00
Alexis Matte
73d83c6a38 To protect the skeletalmesh when using async operations like build or re-import we deprecate all public member variables of USkeletalMesh class and create the necessary getter and setter. Those member will stay public but will be move to private in a future release.
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]
2020-11-25 11:17:08 -04:00
Marc Audy
a7f9391231 Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
This represents UE4/Main @ 14768117

For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer

[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -04:00
jose villarroel
3b7d2ea62e -Added Blend Profile mode selection to blend profile picker.
-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]
2020-11-20 15:02:56 -04:00
braeden shosa
4bcf791d57 PoseSearch: Pose feature vector API, support for indexing and searching collections of animations, and lots of refactoring and cleanup.
+ Pose feature vector API
  + FPoseSearchFeatureVectorLayout
    - Explicit description of a pose feature vector (FV)
    - Determined by options set in a UPoseSearchSchema and owned by the schema. See UPoseSearchSchema::GenerateLayout().
  + FPoseSearchFeatureDesc
    - Describes each feature of a vector, including data type, sampling options, and buffer offset.
    - New data types introduced (previously only positions were supported)
    - Could potentially be extended in the future to support externally registered features, but that's not the goal for now.
  + FFeatureVectorBuilder
    - Helper object for writing features into a float buffer according to the layout
    - Keeps track of which features are present, allowing the FV to be constructed piecemeal
  + FFeatureVectorReader
    - Helper object for extracting features. Presently only used for debug rendering.
+ UPoseSearchDatabase
  - A data asset for indexing a collection of animation sequences
  - Support added for searching the collection and returning the matching sequence with time offset
+ Pose matching refactoring
  - Setup no longer requires an animation modifier or a special graph node
  + UPoseSearchSequenceMetaData
    - Replaces UPoseSearchIndexConfig and UPoseSearchIndex
    - Counterpart to UPoseSearchDatabase for a single animation instead of a collection
    - Simply add to sequence metadata, fill it out, and save
  + IPoseSearchProvider
    - Modular feature interface that replaces the need for AnimGraphNode_PoseMatchingSequencePlayer
    - The PoseSearch plugin now registers itself as an implementer of IPoseSearchProvider
    - AnimGraphNode_SequencePlayer now detects if a pose search provider exists and offers optional pose matching support
    - Currently exposed as checkbox in an "experimental" section of the node's settings
+ Other cleanup/refactoring
  + Namespacing
    - Pulled all non-UCLASS/USTRUCTs into a UE::PoseSearch namespace
    - Renamed PoseSearchDetail namespace to UE::PoseSearch::Private per standards
  + UPoseSearchSchema is no longer an animation asset
    - This was a kludge to get the bone reference UI to work
    - Now it's a data asset and implements IBoneReferenceSkeletonProvider
    - Removed related asset type actions and factory
  + FPoseSearchIndex replaces bits of UPoseSearchIndex
    - Has narrower scope and is shared by UPoseSearchSequenceMetaData and UPoseSearchDatabase
  + Odds n' ends
    - Removed FPoseSearchBuildQueryScratch. FPoseHistory now owns memory required for taking samples.
    - Debug drawing reworked in terms of FV API
    - Added a.PoseSearch.DrawSearchIndex console command to render the search index of any animation sequences currently open in the editor
    - Removed Blueprint function library for building search indices since animation modifiers are no longer needed
#rb Aaron.Cox

[CL 14615629 by braeden shosa in ue5-main branch]
2020-10-29 17:05:00 -04:00
Jurre deBaare
6f3438b57a UAnimSequence:
- Deprecated NumFrames instead added NumberOfKeys (data is copied over during serialization patch up)
- Deprecated GetNumberOfFrames and GetRawNumberOfFrames instead added GetNumberOfSampledKeys
- Deprecated SetRawNumberOfFrames and instead added SetNumberOfSampledKeys
- Added SamplingFrameRate (FFrameRate), which is populated according to the sequence's actual number of frames and length
- Changed some behaviour to use FFrameRate API to calculate frame number / timings
- Deprecated GetFrameRate and instead added GetSamplingFrameRate
- Fixed uses where NumFrames was assumed to contain the number of frames rather than the number of keys (ResizeSequence, AddLoopingInterpolation, CropAnimation, InsertKeysIntoRawData)

UAnimStreamable:
- Deprecated NumFrames instead added NumberOfKeys (data is copied over during serialization patch up)

ITimeManagementModule:
- Exposed GetCommonFrameRates through the abstract interface to get around circular Engine module dependency

#jira UE-102191
#rb Martin.Wilson

[CL 14608938 by Jurre deBaare in ue5-main branch]
2020-10-29 09:47:22 -04:00
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00
Zousar Shaker
77d13185b7 Copying //UE5/Dev-Cooker@14539516 to Main (//UE5/Main)
[CL 14539954 by Zousar Shaker in ue5-main branch]
2020-10-21 17:56:05 -04:00
john vanderburg
121a24f7e1 Improve the Blend Profiles by allowing time based profiles.
Users can now select the blend profile mode: Blend Weight Factor based or Time Factor based.
The Blend Weight Factor method is the legacy method, which multiplies the transition blend weight with the per bone factor.
The new Time Factor method allows you to specify a time factor. A value of 0.5 would mean the bone would take half the time of the transition to reach its target state, while a value of 0.1 would mean it takes a tenth of the time, etc. A value of 0 would make the bone instantly transition into the target state.

#jira UE-100994
#review-14530265 @Aaron.Cox, @Thomas.Sarkanen

[CL 14539393 by john vanderburg in ue5-main branch]
2020-10-21 16:54:58 -04:00
Thomas Sarkanen
eb63841a83 Merging using //UE5/Main_to_//UE4/Release-4.26 @ CL 14521949
Fixed issue with sync group collisions when syncing with 'component' scope

This change moves sync group management to use a name->group map instead of indices. Staying with indices cannot work across multiple instances as they are simply allocated at the point the single anim BP is compiled, so can easily collide in anything other than simple configurations.
Deprecated all index based access to sync groups in the runtime. Sync groups can still be enumerated on the generated class.

#jira UE-101030 - Sync groups with non-local scope can collide, causing incorrect behaviour
#rb Martin.Wilson,Jurre.deBaare

[CL 14521985 by Thomas Sarkanen in ue5-main branch]
2020-10-20 04:59:00 -04:00
Marc Audy
50a3d7d368 Merge Release-Engine-Staging to Main @ CL# 14467590
This represents UE4/Main @ 14432125 + some cherrypick fixes

[CL 14468207 by Marc Audy in ue5-main branch]
2020-10-09 22:42:26 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Thomas Sarkanen
dc121614f5 Re-adding SyncGroupNameToRequireValidMarkersRule to baked anim state transition rules
This was merged out in CL 14113036 when resolving a merge to staging

#rb Michal.Valient
#jira none

[CL 14376949 by Thomas Sarkanen in ue5-main branch]
2020-09-23 10:57:44 -04:00
sebastian nordgren
5050b88330 Details view reskin phase 1.
The details view now displays gridlines between rows, and now has 4 columns - edit condition, name, value, and reset/extensions.

Edit condition widgets are now created in SDetailSingleItemRow and are placed in their own fixed column on the left of the details view. FEditConditionParser is now in FPropertyNode rather FPropertyEditor, which allows access to it more broadly - notably in SDetailSingleItemRow.

The Reset to Default SWidget can no longer be replaced - the logic for it being visible and a handler for when it is pressed is still customizable. SPropertyEditorAsset no longer has a special slot for the reset to default widget.

All extension widgets are now placed in a resizable column on the right of the panel, including the Keyframe button.

FDetailColumnSizeData is now publicly exposed by IDetailsView, and is no longer passed around as much.

#rb matt.kuhlenschmidt

[CL 14375859 by sebastian nordgren in ue5-main branch]
2020-09-23 08:16:20 -04:00
cedantas
472d276af1 PR #7317: Added nullptr check to UAnimGraphNode_ModifyCurve::GetNodeContextMenuActions (Contributed by cedantas)
#jira UE-99282
#rb jason.stasik

[CL 14321321 by cedantas in ue5-main branch]
2020-09-15 13:57:14 -04:00
Jurre deBaare
ea7a43d36e Momentum: Deprecating public access to SequenceLength
+ Added SetSequenceLength
    + Moved GetPlayLength virtaul from AnimSequenceBase to AnimationAsset and deprecated GetMaxCurrentTime (only used in a single place)
#rb Martin.Wilson

[CL 14298631 by Jurre deBaare in ue5-main branch]
2020-09-11 10:31:52 -04:00