- This will allow the ''Preview Rendering Level' setting in editor to set the CVars to the values defined in platform device profiles.
#rb [at]Benn.Gallagher, [at]Ben.Woodhouse
[CL 23741214 by nick brett in ue5-main branch]
Even with a name of 'None', a sync point (FAnimSyncGroupScope - such as that on a blend space graph) would forward for syncing to the proxy, bypassing any other valid rootwards sync scopes.
This change prevents adding the sync messages completely if their name is 'None', ensuring that outer scopes correctly receive the tick record.
#jira UE-170408
#rb Jurre.deBaare
#preflight 63877bed7b4bd3f057134e25
[CL 23352692 by thomas sarkanen in ue5-main branch]
This fixes a character movement related issue where walking into a moving kinematic object would stop the RBAN nodes from simulating altogether because the moving kinematic moves the movement component which triggers a TeleportPhysics.
#rb benn.gallagher, satchit.subramanian
#jira none
#preflight 6376a411fa348e8480775c8b
[CL 23184228 by Chris Caulfield in ue5-main branch]
Skeleton compatibility is now bi-directional. Specifying a compatible skeleton A -> B now implies B -> A.
Skeleton compatibility is now an editor-only concern. The runtime will attempt to do the 'best it can' via name -> name mappings. Only the editor will prevent assigning incompatible skeletons in (e.g.) asset pickers etc.
Skeleton compatibility checks in editor can now be disabled in the editor preferences (and each asset picker now has a checkbox option in its view settings that allows for quick access to this).
Moves FSkeletonRemapping to its own file (which is now private).
Skeleton remappings are now generated on demand on worker threads just before animation decompression and stored in a registry, guarded by FRWScopeLock for thread-safety.
Fixed some anim BP compiler edge cases where asset references on pins were not getting preloaded correctly, causing skeletons to be erroneously reported as missing.
Exposed the current asset registry filter in SAssetView so that menu extensions can access it (and use it to provide context)
#jira UE-166054
#jira UE-167355
#rb Jurre.deBaare,John.vanderBerg
#preflight 635902602e6690262afa86f9
#preflight 6372ad7a0c74adb48b472b38
#p4v-cherrypick 22878911
#preflight 6374b3c51d25fe8b931b8d7b
[CL 23152671 by thomas sarkanen in ue5-main branch]
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
When use the first child option we now find the first child with animation, FN rigs and 3rd party rigs may not have the animation on the first child of the root.
Don't draw virtual bones when drawing skeleton and use default bone rendering.
Just dirty root motion cache on changes.
Passing in the PreviousTransform to the anim proxy, this is just wip for the refactor to remove the root motion caching.
#jira UE-167374
#jira UE-167371
#jira UE-167991
#preflight 63603b41d13ad22d722ee5b4
#rb max.chen
[CL 22889771 by Mike Zyracki in ue5-main branch]
Skeleton compatibility is now bi-directional. Specifying a compatible skeleton A -> B now implies B -> A.
Skeleton compatibility is now an editor-only concern. The runtime will attempt to do the 'best it can' via name -> name mappings. Only the editor will prevent assigning incompatible skeletons in (e.g.) asset pickers etc.
Skeleton compatibility checks in editor can now be disabled in the editor preferences (and each asset picker now has a checkbox option in its view settings that allows for quick access to this).
Moves FSkeletonRemapping to its own file (which is now private).
Skeleton remappings are now generated on demand on worker threads just before animation decompression and stored in a registry, guarded by FRWScopeLock for thread-safety.
Fixed some anim BP compiler edge cases where asset references on pins were not getting preloaded correctly, causing skeletons to be erroneously reported as missing.
Exposed the current asset registry filter in SAssetView so that menu extensions can access it (and use it to provide context)
#jira UE-166054
#jira UE-167355
#rb Jurre.deBaare,John.vanderBerg
#preflight 635902602e6690262afa86f9
[CL 22878911 by Thomas Sarkanen in ue5-main branch]
* Lets" ShowDebug Animation" work
* Lets input filtering work
* Allows the source/pivot to be a bone or socket
#jira UE-168456
#rb thomas.sarkanen
#preflight 635be2d44710dd6af8a44d77
[CL 22828729 by danny chapman in ue5-main branch]