Commit Graph

204 Commits

Author SHA1 Message Date
andrew rodham
59576a24e6 Sequencer: Hide TryLoad behavior for unresolved level sequence bindings behind a cvar (Sequencer.TryLoadUnresolvedReferences)
- By default it is still enabled, but should be disabled for anyone that no longer relies on this temporary behavior, particularly when migrating sequence content to different levels

#jira UE-116691
#rb Matt.Hoffman
[FYI] joji.tsuruga
#lockdown jeff.farris

#ROBOMERGE-SOURCE: CL 16786022 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16786036 by andrew rodham in ue5-release-engine-test branch]
2021-06-25 13:55:02 -04:00
aurel cordonnier
02c0f425e8 Copy up from Release-Engine-Staging @ 16738359
This represents UE4/Main @ 16738161 and Dev-PerfTest @ 16737719

[CL 16738582 by aurel cordonnier in ue5-release-engine-test branch]
2021-06-22 00:27:54 -04:00
max chen
0d2e5d7430 Sequencer: Expose GetSequence on the MovieSceneSequencePlayer and the SequenceDirector. GetSequence() on the SequenceDirector will return the sub sequence that it's being played on
#jira UE-118472
#rb andrew.rodham
#p4v-cherrypick 16706554

#ROBOMERGE-SOURCE: CL 16706599 via CL 16706641
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16706651 by max chen in ue5-release-engine-test branch]
2021-06-17 13:19:23 -04:00
andrew rodham
7de603bba9 Sequencer: Add a track for controlling data layers
- Data Layer sections can be assigned any number of data layers for World Partition worlds, and can be instructed to Load, Unload or Activate layers.
  - Pre-rolled data layer sections that are set to Activate will automatically preload data layers without making them visible

#jira UE-116691
#preflight 60c903b72da784000156f28b
#rb Ludovic.Chabant, JeanFrancois.Dube

#ROBOMERGE-SOURCE: CL 16688434 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16688449 by andrew rodham in ue5-release-engine-test branch]
2021-06-16 10:42:51 -04:00
jeanfrancois dube
519e819715 Fix UE4 Static Analysis Win64
#rb none

#ROBOMERGE-SOURCE: CL 16472259 in //UE5/Private-Frosty/... via CL 16472264
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v823-16466674)

[CL 16472275 by jeanfrancois dube in ue5-release-engine-test branch]
2021-05-26 13:56:17 -04:00
jeanfrancois dube
3c256fee70 Fix UE4 Static Analysis Win64
#rb none

#ROBOMERGE-SOURCE: CL 16472259 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v823-16466674)

[CL 16472264 by jeanfrancois dube in ue5-main branch]
2021-05-26 13:55:53 -04:00
jeanfrancois dube
73b50b3cad Sequencer: only try to load external actor references from the editor (not in PIE).
#jira FROST-2610
#rb andrew.rodham

#ROBOMERGE-SOURCE: CL 16470165 in //UE5/Private-Frosty/... via CL 16470241
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v823-16466674)

[CL 16470256 by jeanfrancois dube in ue5-release-engine-test branch]
2021-05-26 11:38:56 -04:00
jeanfrancois dube
fedf65c2bc Sequencer: only try to load external actor references from the editor (not in PIE).
#jira FROST-2610
#rb andrew.rodham

#ROBOMERGE-SOURCE: CL 16470165 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v823-16466674)

[CL 16470241 by jeanfrancois dube in ue5-main branch]
2021-05-26 11:38:21 -04:00
Marc Audy
e80ea6b959 Merge from Release-Engine-Staging @ 16444985
This represents UE4/Main @ 16445039 and Dev-PerfTest @ 16444526

[CL 16445122 by Marc Audy in ue5-release-engine-test branch]
2021-05-25 02:43:26 -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
Marc Audy
3cfedaade8 Fix PVS warning V502 when comparing against NAME_None in a trinary
[CL 16137741 by Marc Audy in ue5-main branch]
2021-04-28 01:58:36 -04:00
Andrew Rodham
f44701da43 Sequencer: Added the ability to run asynchronous predictions for animated component transforms and future/past times
- Predictions do not understand changes of attachment that might occur between the current time and the predicted time
  - Separated the functions and data relating to managing interrogation channels and indices out into a separate class called FInterrogationChannels
  - The predictions import interrogation entities into the main ECS and will get processed along with all the other evaluations
  - Spawnable annotations are now available in-game (not just in-editor)

#rb Mike.Zyracki, Max.Chen
#jira none
#preflight 606757c002d50100019f0d4f

[CL 15930213 by Andrew Rodham in ue5-main branch]
2021-04-06 10:28:26 -04:00
Andrew Rodham
480979c04c Sequencer: Fixed Spawnable 'Change Class' assigning a CDO directly
- Referencing the CDO directly in a persistent way causes issues with class recompilation and reinstancing since CDO's are never reinstanced.
  - We now create a copy of the class instead

[Copied from 15749122]

[CL 15749444 by Andrew Rodham in ue5-main branch]
2021-03-19 14:21:44 -04:00
Marc Audy
8f73cd7fa9 Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
This represents UE4/Main @ 15601601

[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -04:00
Max Chen
04ab691080 Sequencer: Fix convert to spawnable. The actual bug here is in SetupDefaultsForSpawnable where the default value is set for ALL existing transform sections. That seems wrong and unnecessary. Most of the time a spawnable will be created from scratch, so this problem hasn't surfaced. Also, the problem wouldn't appear if all the channels have keys because the default value wouldn't be used. However, this has appeared when converting from possessable to spawnable because the spawnable could inherit transform sections from the possessable. In this case, the existing transform sections shoudn't be overwritten. The default values should only be set if there is no existing transform section and a new one is created.
#jira UE-109920
#rb andrew.rodham

[CL 15608573 by Max Chen in ue5-main branch]
2021-03-04 12:46:10 -04:00
Marc Audy
9753392e2b Merge UE5/RES CL# 15462083 to UE5/Main
This represents UE4/Main @ 15414221

[CL 15463811 by Marc Audy in ue5-main branch]
2021-02-18 18:13:28 -04:00
jeanfrancois dube
584e46aaed Make LevelSequenceActor always loaded for partitioned worlds.
#rb richard.malo

#ROBOMERGE-SOURCE: CL 15337574 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15337578 by jeanfrancois dube in ue5-main branch]
2021-02-05 10:50:13 -04:00
jeanfrancois dube
f0321bf250 Sequencer bindings will always try to resolve before trying to load the referenced assets.
#rb andrew.rodham

#ROBOMERGE-SOURCE: CL 15337521 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15337532 by jeanfrancois dube in ue5-main branch]
2021-02-05 10:44:42 -04:00
jeanfrancois dube
383f7e12fc Make sure the sequencer code always try to load bindings in order to properly resolve unloaded objects.
Also converted lots of code to go through LoadSequence instead of manually calling TryLoad.

#rb andrew.rodham

#ROBOMERGE-SOURCE: CL 15315165 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15315175 by jeanfrancois dube in ue5-main branch]
2021-02-04 11:14:06 -04:00
Zousar Shaker
3b4c8fc1c5 Automated wrapped object pointer upgrade for Engine + ShooterGame + ShooterGame referenced plugins
#rb none

[CL 15224650 by Zousar Shaker in ue5-main branch]
2021-01-27 17:40:25 -04:00
JeanFrancois Dube
1b7f22036c Fix sequencer bindings when using external actors.
#rb richard.malo

[CL 15216870 by JeanFrancois Dube in ue5-main branch]
2021-01-27 09:13:19 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
Zousar Shaker
fc2ad21a5e Prototype Wrapped Object Pointers (ObjectHandle/ObjectPtr)
Call-site changes for non-scalar wrapped object pointer upgrades in Engine + Shootergame

#rb devin.doucette

[CL 14996467 by Zousar Shaker in ue5-main branch]
2021-01-05 19:16:25 -04:00
Andrew Rodham
2b44b580e4 Sequencer: Upgraded object binding IDs to be more portable when nested
- This change introduces two separate types for dealing with binding IDs in different spaces explicitly: FFixedObjectBindingID and FRelativeObjectBindingID. The latter is portable if the sequence it was created within is nested inside another foreign hierarchy.
  - FMovieSceneObjectBindingID remains, and is able to represent both of the new types, but should only be used for serialization to ensure compatability and consistency with editor tools that operate in different spaces.
  - Any manual ResolveLocalToRoot or GetSequenceID processing has now been replaced with the new ResolveBoundObjects API, which provides a less error-prone way of resolving bindings that live in different sequences

#jira UE-74450
#rb Max.Chen, Ludovic.Chabant

[CL 14915667 by Andrew Rodham in ue5-main branch]
2020-12-14 14:36:17 -04:00
Marc Audy
ada7c144fa Merge //UE5/Release-Engine-Staging @14903491 to //UE5/Main
[CL 14906022 by Marc Audy in ue5-main branch]
2020-12-11 14:21:20 -04:00