Included features in this changelist:
* Capture a snapshot of common movement properties (velocity, speed, etc) that are used to drive animation
* Character movement component for stop/pivot location
* Library of anim node functions for Distance Matching
* Template anim node that can advance by distance traveled rather than by time
* Template anim node that's driven by distance to a target rather than by time
* Animation modifier that generates distance curves based on root motion
* Turn in place functionality for keeping the capsule from spinning the pose when it rotates by applying an offset, includes functionality for turn on spot animations to compenstate for the offset
#preflight 61446e46599fd80001c250e2
#review-17532442 @Koray.Hagen, @Thomas.Sarkanen, @Fernando.Coello
#fyi Laurent.Delayen
[CL 17551436 by Aaron Cox in ue5-main branch]
#rb braeden.shosa, aaron.cox, cesar.castro
#jira none
Motion Trajectory Component for Motion Matching:
Motion Trajectory Component notes:
1) Abstract component/interface implemented with prediction and history API.
2) Implemented uniform, frame-rate independent history sampling algorithm for retaining trajectory sample coherence.
3) Implemented concrete Character Movement Trajectory Component for encapsulating ground locomotion prediction algorithm and API.
4) Motion Trajectory blueprint library containing:
5) FlattenTrajectory2D algorithm for isolating and removing Z axis direction contribution from tracjectory.
6) ClampTrajectoryDirection for projecting trajectory samples into a discrete, allowed set of directions (such as cardinal).
Engine changes:
1) Implemented shared TrajectorySample, Range, and Domain structures for common usage among Motion Trajectory, Pose Search, and Blueprint.
2) Expanded Sequence Player blueprint library functionality for Scripted Motion Matching content example.
Pose Search changes:
1) Match Pose renamed to Pose History with minor configuration parameters.
2) Complete removal of approximated past trajectory sampling. This has now been pushed to the Motion Trajectory Component.
3) Motion Matching interface changes: Goal has been replaced with Trajectory and Dynamic Play Rate Adjustment has been encapsulated to an experimental code module and blueprint library. New defaults, and encapsulating settings.
4) Motion Matching changes: New Pose Search blueprint library which encapsulates core Motion Matching algorithm.
5) Unified Trajectory to Pose Feature Vector transformation algorithms.
6) Removal of temporary Pose Search Prediction blueprint library (now Dynamic Play Rate).
7) End-to-end implementation support for Past/Future Time and Distance domain schemas.
AnimInput changes:
1) Removal of AnimInput_CapsulePrediction (replaced with Motion Trajectory Component).
Gameplay Anim Gym changes:
1) Pose search database is now fully distance-based (history and future).
2) Character blueprint includes Character Movement Trajectory Component with distance-based domain setup.
3) Scripted Motion Matching anim node function prototype with Engine content example.
#preflight 6143ef4681695600011c49a8
[CL 17547347 by koray hagen in ue5-main branch]
NeuralNetworkInference plugin:
Activate NNI Mac
#rb Gines.Hidalgo
#codereview Gines.Hidalgo
#preflight 6143df1d81695600011aeb1d
[CL 17547002 by francisco vicente in ue5-main branch]
Move Editor Modes to a Combo Button,
Combine Content and Create into one dropdown,
Reorder items in the Content Browser add and context menu to be more meaningful
#jira UETOOL-3814
#preflight 61434322599fd8000190b8bf
#rb Louise.Rasmussen, brooke.hubert
[CL 17538574 by aditya ravichandran in ue5-main branch]