Commit Graph

253 Commits

Author SHA1 Message Date
thomas sarkanen
8866bf02ae Fixed ensure/crash when using details panel to edit multi way blend weights
#jira UE-122147 - Ensure/Crash: Anim graph multi blend
#rb Jurre.deBaare

#ROBOMERGE-SOURCE: CL 17367747 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17367749 by thomas sarkanen in ue5-release-engine-test branch]
2021-08-31 09:57:33 -04:00
thomas sarkanen
4bed39e4c1 Skeletal control BP function library
Also fixes type conversions (first time I have tried to convert to a base class and found that my IsChildOf check was the wrong way around).
Plus some extra accessors added for exec/update contexts.
Found the need for these when doing show & tell prep.

#rb Jurre.deBaare

#ROBOMERGE-SOURCE: CL 17367354 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17367419 by thomas sarkanen in ue5-release-engine-test branch]
2021-08-31 09:33:17 -04:00
max whitehead
d76a1dee6a Convert FParallelAnimationEvaluationTask to use taskgraph completion event for rigid body animation node.
Fixes anim task blocking on RB sim task and doing 0 work, now taskgraph schedules work and doesn't lock up extra threads.
#jira UE-120634
#rb chris.caulfield

#ROBOMERGE-SOURCE: CL 17083918 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)

[CL 17083927 by max whitehead in ue5-release-engine-test branch]
2021-08-06 11:56:30 -04:00
david corral
2ca1c37171 Added EvalFromRefPose
#preflight 6109b7d157382600017c7129

#ROBOMERGE-SOURCE: CL 17039752 via CL 17042180
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v848-17036448)

[CL 17042442 by david corral in ue5-release-engine-test branch]
2021-08-03 19:58:21 -04:00
jurre debaare
3537267420 Undo 16922496 - issue was red-herring caused by content:
Crash using ControlRig in Sequencer
#info save/use cached pose nodes are not correctly invalidated/refreshed due to ControlRig edit mode invoking evaluation of the same anim instance multiple times per frame
#fix ensure that various counters used for synchronization/invalidation of cached data are used by ControlRigLayer proxy - and applied whenever update/evaluating the source "input" proxy

#ROBOMERGE-SOURCE: CL 16927983 via CL 16928005
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16928022 by jurre debaare in ue5-release-engine-test branch]
2021-07-22 14:14:35 -04:00
jurre debaare
11edf1ea3e Crash using ControlRig in Sequencer
#info save/use cached pose nodes are not correctly invalidated/refreshed due to ControlRig edit mode invoking evaluation of the same anim instance multiple times per frame
#fix ensure that various counters used for synchronization/invalidation of cached data are used by ControlRigLayer proxy - and applied whenever update/evaluating the source "input" proxy
#rb Martin.Wilson
[FYI] Mike.Zyracki, Halfdan.Ingvarsson

#ROBOMERGE-SOURCE: CL 16922496 via CL 16926362
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16926740 by jurre debaare in ue5-release-engine-test branch]
2021-07-22 13:12:55 -04:00
thomas sarkanen
d27ce9ae95 Removing Initialize and Evaluate functions
For now, removing these as their semantics are due to change
Also converting Update and Become Relevant functions to use more-devived-typed update context (less casting required)

#rb Jurre.deBaare

#ROBOMERGE-SOURCE: CL 16771205 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16771237 by thomas sarkanen in ue5-release-engine-test branch]
2021-06-24 08:31:18 -04:00
thomas sarkanen
8dd75d3cc0 Added pure conversion functions for anim node references
#rb Jurre.deBaare

#ROBOMERGE-SOURCE: CL 16757174 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16757191 by thomas sarkanen in ue5-release-engine-test branch]
2021-06-23 10:59:16 -04:00
jurre debaare
fab69e6d08 Ported project specific scriptability UFunctions to Engine:
- SetPreviewSkeletalMesh to UAnimationAsset and UAnimBlueprint
- Functionality to retrieve UAnimationGraphs and UAnimationGraphNodes of a specific class from UAnimBlueprint and UAnimationGraph respectively
- Functionality for pose driver/asset scripting

#jira UE-117797
#rb Thomas.Sarkanen
#preflight 60d075e32ab218000115936a
#preflight 60d1a3eaa819040001397a52

#ROBOMERGE-SOURCE: CL 16741838 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16741845 by jurre debaare in ue5-release-engine-test branch]
2021-06-22 08:26:20 -04:00
thomas sarkanen
376e9e0f35 Missed file
#rb none

#ROBOMERGE-SOURCE: CL 16740070 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16740200 by thomas sarkanen in ue5-release-engine-test branch]
2021-06-22 05:54:49 -04:00
thomas sarkanen
38a990e8d5 Added more library functions for sequence players/evaluators
Fixed execution context conversion & added BP-exposed conversion funcitons

#rb Jurre.deBaare

#ROBOMERGE-SOURCE: CL 16739992 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16739994 by thomas sarkanen in ue5-release-engine-test branch]
2021-06-22 04:50:29 -04:00
thomas sarkanen
da77f53ebc Improvements to anim node function calls
Split 'node context' into an 'evaluation context' and a 'node reference' type and updated regular function signatures when creating node functions. This way we can seperate concerns (and potentially reference anim nodes standalone in the future).
Moved function caller code into function ref file to stop AnimNodeBase bloat.
Fixed functions not being called on root nodes.

#rb Jurre.deBaare

#ROBOMERGE-SOURCE: CL 16727107 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16727111 by thomas sarkanen in ue5-release-engine-test branch]
2021-06-21 07:54:47 -04:00
thomas sarkanen
cecebd0cf8 Anim blueprint encapsulation improvements
Adds 'template' anim BP concept. These anim BPs have no TargetSkeleton and as such cannot have direct references to animations placed inside of their anim graphs
Adds function call support from anim nodes. All anim graph nodes can now call functions when initialized, updated, evaluated or when they first become relevant.
Relevancy is established using a new FAnimSubsystemInstance_NodeRelevancy which tracks nodes in a local map, per UAnimInstance, if nodes require it.
Functions are displayed on the node if bound, and in the details panel.
Added a new override point to FAnimSubsystemInstance to allow for WT init.
Moved FMemberReference customization into a public header so it can be used on anim node functions.
Wrapped functions up into FAnimNodeFunctionRef structure so they can be re-used more effectively. Converted CallFunction node to use them.
Added a couple of simple BP function libraries to demonstrate the use of the new FAnimNodeContext (this is intended to be a generic way of exposing FAnimNode_Base types to script without the node types themselves having to be known to script directly).
Added the ability to set exposed properties as 'always dynamic' so they appear in mutable data rather than being merged into constants. This allows for the anim node data API to be changed to be less strict (and more script friendly). Now values can be set in mutable data (via GET_MUTABLE_ANIM_NODE_DATA_PTR) and attempted sets to constant data can be ignored and reported to client code.
A few minor crash fixes with edge cases (inc when trying to open an asset editor fails because of a missing skeleton/cancellation).
Also fixes an issue where literal linked anim graph/control rig/custom poroperty node inputs didnt get copied

#rb Jurre.deBaare,Aaron.Cox

#ROBOMERGE-SOURCE: CL 16703644 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16703653 by thomas sarkanen in ue5-release-engine-test branch]
2021-06-17 08:59:23 -04:00
bojan brankov
6596775b00 Added new functionality to ModifyCurve anim node that allows curve manipulation via a name-value map
#jira UE-117365
#rb thomas.sarkanen

#ROBOMERGE-SOURCE: CL 16622472 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v830-16605563)

[CL 16622497 by bojan brankov in ue5-release-engine-test branch]
2021-06-10 09:39:44 -04:00
aurel cordonnier
25a11deeac Merge from Release-Engine-Staging @ 16579919
This represents UE4/Main @ 16579691 and Dev-PerfTest @ 16579576

[CL 16581170 by aurel cordonnier in ue5-release-engine-test branch]
2021-06-07 20:09:45 -04:00
Thomas Sarkanen
6adfe86822 Fix crashes, inconsistencies and performance issues with layered blend per bone node
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]
2021-05-26 07:55:41 -04:00
marc audy
792d56ac71 Add missing header guards
[FYI] Thomas.Sarkanen

#ROBOMERGE-SOURCE: CL 16435625 in //UE5/Release-Engine-Staging/... via CL 16435629
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v814-16434418)

[CL 16435636 by marc audy in ue5-main branch]
2021-05-24 10:54:43 -04:00
Thomas Sarkanen
3e92b56aa0 Animation: thread-safe execution and property access improvements
"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]
2021-05-24 04:47:52 -04:00
timothy daoust
99a22c9539 Added animation mirroring to sequencer
#jira UE-115623
#rb thomas.sarkanen, max.chen, mike.zyracki

[CL 16393391 by timothy daoust in ue5-main branch]
2021-05-19 17:50:40 -04:00
danny chapman
e54fad360e Analysis for BlendSpace. Also includes:
Tweaks to the rendering of blendspaces, including separating the graph from the buttons
Context menu changes for the sample details
Changes to AnimationBlueprintLibrary and AnimPose from Jurre to help get the poses during analysis

#jira UE-114512
#rb thomas.sarkanen

[CL 16356830 by danny chapman in ue5-main branch]
2021-05-17 15:03:56 -04:00
aurel cordonnier
8eebe8841f Merge UE5/RET @ 16305968 to UE5/Main
This represents UE4/Main @ 16261013 and Dev-PerfTest @ 16259937

[CL 16306996 by aurel cordonnier in ue5-main branch]
2021-05-12 18:10:03 -04:00
timothy daoust
af4f2b5309 Added support for mirroring animation attributes
#rb thomas.sarkanen, jurre.debaare
#jira UE-111796
#preflight 6093d2ea4420920001a75b0e

[CL 16219706 by timothy daoust in ue5-main branch]
2021-05-06 08:43:56 -04:00
koray hagen
26af906499 Graph-driven pose warping, with root motion delta flow:
1) Root motion delta flow supported through all anim nodes deriving from FAnimNode_AssetPlayerBase and montages.
2) Stride/Orientation warping feature graph-driven evaluation modes which leverage root motion delta flow (graph-driven slope warping currently disabled).
3) Root motion flow connected to the Animation Warping plugin.
4) Pose Warping test map featuring various motion "styles" connected to pose warping (Motion Matching, Blend Space Graphs/Assets, Sequence Players, Evaluators).

#preflight 6092380a58c4790001a3e9b6
#rb aaron.cox, braeden.shosa, thomas.sarkanen
#jira none
#fyi laurent.delayen

[CL 16208667 by koray hagen in ue5-main branch]
2021-05-05 12:18:35 -04:00
aurel cordonnier
50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00
Thomas Sarkanen
27a6f84b12 Fix crash in cooked games with standalone asset players
Also fix blendspace sync groups not working correctly

#rb Timothy.Daoust
#jira FROST-2365

[CL 16105948 by Thomas Sarkanen in ue5-main branch]
2021-04-23 15:31:02 -04:00