The category had grown significantly over time and splitting it up makes it easier to find things.
#review @matt.kuhlenschmidt
#jira none
#preflight 606575c59162e50001978e93
[CL 15886879 by Kevin Ortegren in ue5-main branch]
- Added context menu entry to AnimationSequence asset actions to apply all contained animation modifiers
#rb Thomas.Sarkanen
#preflight 604f343a23863e000183d66b
[CL 15694950 by Jurre deBaare in ue5-main branch]
+ UMirrorDataTable stores the bones / notifies / curves to mirror
* Generates table based on FMirrorFindReplaceExpression in project settings
* Can be used in any Animation Blueprint with a compatible skeleton
* Support for self mirroring
* Shared mirror axis
+ Project Settings for Mirroring Find & Replace Strings
+ FMirrorFindReplaceExpression
* Find the mirrored name based on a prefix, suffix, or regular expression match
+ FAnimNode_Mirror
* Inertialization support for blending between mirroring / unmirrored states over a configurable duration
* Support for different MirrorDataTables (to support partial / full body mirroring)
+ Deprecated old mirroring system (FBoneMirrorExport) in SkeletalMesh
#rb Thomas.Sarkanen
[CL 15580895 by timothy daoust in ue5-main branch]
- Implemented GetDisplayNameFromAssetData for data assets and data tables to show the display name for their native parent class and row type respectively
#rb marc.audy
#ROBOMERGE-SOURCE: CL 15394113 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15394117 by michael noland in ue5-main branch]
Changed the way we associate shelved files with their local filename to facilitate mapping (perforce operations)
Implemented what was needed on the SCC side to support diff against shelve
Improved way we display object names for deleted & shelved files
#rb sebastien.lussier
[CL 15356101 by julien lheureux in ue5-main branch]
#jira UE-104234
#rb Thomas.Sarkanen, Martin.Wilson, Alexis.Matte, Michael.Zyracki
+ Introduced UAnimDataModel, this currently represents the source data for bone and curve animation. It contains:
+ Bone animation tracks (FBoneAnimationTrack)
+ Key data (coarse)
+ Name
+ Bone tree index
+ Curve data (FAnimationCurveData)
+ Float Curves
+ Transform Curves
+ Play length
+ Sampling rate
+ Used for deriving the expected number of keys/frames when combined with the PlayLength
+ Transient data for supporting backwards compatibility APIs
+ (Dynamic) delegate which broadcasts the mutation Notifies
+ Introduced UAnimDataController, this has sole authority over mutating data contained by UAnimDataModel
+ API functionality allows to transform the contained data in all ways currently expected in the engine.
+ Any mutation will add an undo/redo-able FChange object into the transaction buffer
+ FChangeTransactor helper object allows for keeping track of (compounded) FChange's and inserting them into GUndo
+ Broadcasts change notifies alongside a payload object containing details about the change
+ Interested systems/objects can register to these changes through UAnimDataModel::OnModelModified event
+ Almost all functionality is exposed to both Blueprint and Python scripting
+ Allows for opening 'Brackets', these define the beginning and end of a chain of mutations. Allowing anything registered to OnModelModified to halt responding to the notifies until the (top-level) bracket is closed
+ Undo/redo actions
+ Each mutation to the UAnimDataModel is covered by a 'Action' which is based of FChange and is used to insert a undo/redo-able operation into the transactions buffer
+ Introduced EAnimDataModelNotifType and per-notify payload types. These are used to update views, and any model derived data
+ Introduced FAnimationCurveIdentifier, exposed to scripting, this is used for referencing a curve by name and type when passed to the controller
+ Allows for targetting a specific RichCurve as part of a TransformCurve
+ Introduced FAnimationDataNotifyCollectorused for keeping track of which notifies of type EAnimDataModelNotifType are broadcasted between top-level EAnimDataModelNotifType::BracketOpened and EAnimDataModelNotifType::BracketClosed notifies
+ Added CanTransact to UEngine, returns whether or not a transaction can be made
+ Added UAnimCompositeBase::SetCompositeLength, used for runtime changing of play length value
+ Animation Sequence helpers, containing 'helper' functionality for both AnimSequence and AnimDataModel
* Animation Sequence Base
+ virtual PopulateModel, called during upgrade path for converting existing (legacy) data to the new UAnimDataModel data
+ virtual OnModelModified, registered to the Model's OnModified event to handle any Notifies and payloads
+ Added UAnimDataModel sub-object (editor only)
+ Added UAnimDataController instance (transient and editor only)
+ FAnimationDataNotifyCollector to keep track of model bracketed notifies
* Deprecated
* SetSequenceLength()
* RefreshCurveData()
* MarkRawDataAsModified()
* RegisterOnAnimCurvesChanged()
* UnregisterOnAnimCurvesChanged()
* UnregisterOnAnimTrackCurvesChanged()
* RegisterOnAnimTrackCurvesChanged()
* Public access to RawCurveData
* Animation Sequence
+ Implements PopulateModel/OnModelModified for AnimationSequence related data
+ Added TargetFrameRate, currently locked to the initial sampling rate, but allows for resampling the UAnimDataModel data according to the set rate
+ Added NumberOfSampledKeys (editor only), populated by resampling process
+ Added NumberOfSampledFrames (editor only), populated by resampling process
+ Added ResampledAnimationTrackData (editor only and transient), populated by resampling process
+ Added bBlockCompressionRequests (editor only), used for blocking compression during automation tests
* Deprecated
* SetNumberOfSampledKeys()
* MarkRawDataAsModified()
* GetRawAnimationData()
* GetAnimationTrackNames()
* AddNewRawTrack()
* GetRawTrackToSkeletonMapTable()
* GetRawAnimationTrack()
* GetRawAnimationTrack()
* UpdateFrameRate()
* ExtractBoneTransform()
* CompressRawAnimData()
* GetSkeletonIndexFromRawDataTrackIndex()
* RecycleAnimSequence()
* CleanAnimSequenceForImport()
* CopyNotifies()
* PostProcessSequence()
* AddLoopingInterpolation()
* RemoveAllTracks()
* DoesContainTransformCurves()
* InsertFramesToRawAnimData()
* CropRawAnimData()
* RemoveTrack()
* InsertTrack()
* ResizeSequence()
* Non-editor access to GetUncompressedRawSize()
* Non-editor access to GetApproxRawSize()
* Public access to UpdateCompressedCurveName()
* NumberOfKeys
* SamplingFrameRate
* TrackToSkeletonMapTable
* RawAnimationData
* AnimationTrackNames
* Animation Streamable
* Model from source Sequence is duplicated rather than copying animation data
* Deprecated ERawCurveTrackTypes::RCT_Vector (marked as hidden)
+ Added automated test for
+ All script exposed controller functionality
+ Undo/redo actions
* Updated existing AnimSequence tests with deprecation and new expected data
+ Base data for compression is now populated from the 'resampled' version stored on the AnimSequence
+ Data cleanup and validation is now performed during compression
+ Track sanitization is now performed during compression (normalizing Quats and clamping near-zero values to zero)
+ Key reduction
+ Invalid track (missing bone from skeleton) removal
+ Curve name validation against skeleton
* Replaced RawCurves with Float curves
* Updated DDC key
- Removed all Guid generation related functionality (now part of the model)
* AnimSequenceBase model registers to AnimModel's notify event, used for refreshing the tracks
* Replaces the in-place calling of RefreshTracks()
* All curve tracks now hold a const CurveType* rather than a CurveType*/& for introspection of its data
+ Any mutations now go through the controller API
+ Uses AnimationCurveIdentifier to set Transform's per-channel tracks
* RichCurveEditorModelNamed conformed to model/controller
+ Any modifications are applied to an temporary CurveType which always contains a copy of the const-ptr after any previous mutation
+ Registers to the outer AnimModel's notify event, used for updating the cached curve data
+ Registers to CurveModifiedDelegate, used for copying the temp curve data to the model using SetCurveKeys
* Not-ideal but point that I got to for V1
* Would be replaced with either refactoring FRichCurve to be MVC like, or by calling UAnimDataController functionality from an implementation of FRichCurveEditorModel
* Mark FChange overrides as final for swap/command change permutations
* Changed FCompoundChange GetDescription to return concatenation of all sub-changes
* Added GetDescription to FTransaction which returns the ToString() value of any contained FChange entries.
* Entries in SUndoHistory tab now have a ToolTip showing the GetDescription() value
+ FChangeTransactor helper object allows for keeping track of (compounded) FChange's and inserting them into GUndo
* Deprecation handling, conforming code to new APIs and exposing structure/objects/properties to scripting
* Conforming AnimSequence importing from FBX to Model/Controller changes
[CL 15106211 by Jurre deBaare in ue5-main branch]