Commit Graph

25 Commits

Author SHA1 Message Date
Lina Halper
dcc9fa889c Merging
//depot/UE4-Orion/Engine/Source/Runtime/AnimGraphRuntime/Private/BoneControllers/AnimNode_Trail.cpp

to //depot/UE4/Engine/Source/Runtime/AnimGraphRuntime/Private/BoneControllers/AnimNode_Trail.cpp

[CL 2671622 by Lina Halper in Main branch]
2015-08-27 17:47:15 -04:00
Lina Halper
aa5c71dc02 #ANIM: Trail joint - converted TrailRelaxation to curve to support multiple joint chain
Merging

//depot/UE4-Orion/Engine/Source/...

to //depot/UE4/Engine/Source/...

[CL 2671585 by Lina Halper in Main branch]
2015-08-27 17:25:44 -04:00
Lina Halper
c86018fe0e #ANIM: Support StartPosition for BlendSpace player
Merging from Orion to Main

[CL 2667875 by Lina Halper in Main branch]
2015-08-25 13:16:27 -04:00
Martin Wilson
fe159e2c17 Marker based sync
Merged from 2660856

[CL 2662953 by Martin Wilson in Main branch]
2015-08-20 12:52:49 -04:00
Gil Gribb
b7d8b9603f Merging 2640056 (plus a few minor fixes)
//depot/UE4-Orion/...

to //depot/UE4/...

UE4 -  rollup of many performance changes

* increased max threads for task graph and added a way to reduce task threads at runtime for testing the optimal number
* added a way to track excessive allocation at runtime without using the memory profiler: LogGameThreadMallocChurn.Enable
* ps4: fixed a few problems with the platform properties, IsRunningGame was returning false
* added inline storage for one delegate in multicast delegates
* fixed excessive allocation on the script stack traceback
* fixed excessive malloc calls throughout the animation system
* added stats throughout the animation system
* reworked parallel queue ticks
* fixed excessive malloc calls in cloth and physics animation systems
* fixed GHitchThresholdCVar
* minor improvements to abtest
* added ability to change thread affinities on the fly so they can be tuned
* cvars to control animrate optimization and spew the results: EnableAnimRateOptimization, SpewAnimRateOptimization, DrawAnimRateOptimization, ForceAnimRate
* optimized malloc calls in cascade and gpu particles
* optimized malloc calls in input system
* removed visual logging and ability log from consoles and fixed a few compile errors related to doing that
* optimized gameplaytags
* added a few cvars to cause stalls in various parts of the pipeline to identify critical paths and bottlenecks: CriticalPathStall.*
* added console command to toggle all known outstanding perf tweaks: Orion.SetupPerfCVars

[CL 2642061 by Gil Gribb in Main branch]
2015-08-03 11:44:45 -04:00
Zak Middleton
1a9087ef99 #ue4 - Perf: Convert most uses of FQuat::FindBetween() to FQuat::FindBetweenNormals() where the inputs are known to be normalized.
[CL 2630172 by Zak Middleton in Main branch]
2015-07-23 01:31:03 -04:00
Lina Halper
178615c688 Renamed variable and deleted unused variable.
[CL 2629576 by Lina Halper in Main branch]
2015-07-22 16:56:58 -04:00
Lina Halper
bb3cbeb9d2 #ANIM: Moving available animnodes to AnimGraphRuntime module
[CL 2629295 by Lina Halper in Main branch]
2015-07-22 14:37:24 -04:00
Lina Halper
ba6ddeccb9 #ANIM: Created [copy pose from mesh] node.
Allows users to get a pose from one mesh to the other pose.

[CL 2629217 by Lina Halper in Main branch]
2015-07-22 13:59:07 -04:00
Michael Noland
7fec532e26 Animation: Added a remap range to the bone driven controller when clamping is enabled, and added a note about the driven bone space
[CL 2619198 by Michael Noland in Main branch]
2015-07-13 19:53:41 -04:00
Michael Noland
7705f9fc22 Animation: Added support for showing the position relative to the reference skeleton on the observe bone node
[CL 2619114 by Michael Noland in Main branch]
2015-07-13 19:02:51 -04:00
Benn Gallagher
c62cb8f218 Fixed confusing ordering of copy bone source and target bones
[CL 2616541 by Benn Gallagher in Main branch]
2015-07-10 08:44:53 -04:00
Michael Noland
60f2dd684d Animation: Regenerated the GUID for the animation custom version to avoid a collision
[CL 2607488 by Michael Noland in Main branch]
2015-07-01 10:58:48 -04:00
Michael Noland
4a67b7ffb1 Animation: Adding missing file for custom version
[CL 2607036 by Michael Noland in Main branch]
2015-06-30 23:27:14 -04:00
Michael Noland
2d953ade9f Animation: Improved bone driven controllers
- One driver value can now drive multiple components
- How a component is driven is now configurable (add to input, replace, add to ref pose and replace)
- The range limit is now defined on the input (before the multiplier is applied) rather than the output (existing ranges are fixed up on load)
- New details customization to make working with the node easier
- Individual scale components can now be a driver or one of the driven components, rather than just the max component of scale
- The node title now displays the driving equation (e.g., driven.rotation.z = -0.5 * driver.rotation.x)

Animation: Added a custom version for AnimGraph/AnimGraphRuntime usage

Upgrade Note: The exact behavior of the original node was not preserved, but there are now more configuration options, so please revisit any uses of bone driven controllers in your animation blueprints

[CL 2606968 by Michael Noland in Main branch]
2015-06-30 22:25:56 -04:00
Michael Noland
7d410e7509 Animation: Created an Observe Bone skeletal control that can be used to debug animations (prints out the current transform of a bone in the input pose as a bubble above the node)
[CL 2606949 by Michael Noland in Main branch]
2015-06-30 22:16:20 -04:00
Michael Noland
3c99dc668f Fixed up a few whitespace issues
[CL 2606940 by Michael Noland in Main branch]
2015-06-30 22:12:07 -04:00
Michael Noland
6a27c42041 Animation: Various improvements to the bone driven controller
- Added support for using a curve to map from input range to output range
- Added compilation warnings when a bone or component still needs to be selected
- Added a customization to hide the range/multipler when using a curve, and gated editing of the range based on bUseRange
- Minor optimization to evaluation speed
- Reorganized the properties into logical groups (Source/Driver, Mapping, Destination/Driven)

[CL 2591125 by Michael Noland in Main branch]
2015-06-17 18:54:05 -04:00
Michael Noland
120ee012ee Animation: Added friendly display names to EBoneModificationMode enumerants
[CL 2591094 by Michael Noland in Main branch]
2015-06-17 18:40:08 -04:00
Michael Noland
10215d3649 Animation: Renamed AnimNodeSkeletalControlBase.cpp to AnimNode_SkeletalControlBase.cpp, so it matches the header and class name
[CL 2590713 by Michael Noland in Main branch]
2015-06-17 15:28:20 -04:00
Laurent Delayen
0df4e58911 Minor optimization from Github submission #1133
[CL 2587803 by Laurent Delayen in Main branch]
2015-06-15 16:16:55 -04:00
Lina Halper
df6b0a3b7a - Added Look up axis
[CL 2587364 by Lina Halper in Main branch]
2015-06-15 10:53:37 -04:00
Richard Hinckley
14e0ee6703 Redoing a change to an enum that got wiped when the file was moved.
[CL 2583039 by Richard Hinckley in Main branch]
2015-06-10 14:18:51 -04:00
Michael Noland
8e24c61819 Animation: Added missing Build.cs file
[CL 2582795 by Michael Noland in Main branch]
2015-06-10 11:36:31 -04:00
Michael Noland
7c0f5172ac Animation: Started moving animation nodes out of Engine into a new AnimGraphRuntime module
- Moved all skeletal control nodes to start out

Upgrade Note: Modules containing custom animation nodes will need to have a dependency on the new "AnimGraphRuntime" module added to their Build.cs file
#codereview lina.halper

[CL 2582755 by Michael Noland in Main branch]
2015-06-10 10:57:15 -04:00