* adding debug drawing for the cones used for each target
* adding a new normalization mode using a median cone
* adding overrides for distance method + function type per target
* improving the reloading of the pose list to maintain settings for known poses
#rb Lina.Halper, James.Golding
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: helge.mathee
#ROBOMERGE-SOURCE: CL 5089485 via CL 5091026 via CL 5091045
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 5137836 by helge mathee in Dev-Networking branch]
[FYI] Luke.Tannenbaum
Validate BaseBoneRef in Update FAnimNode_RigidBody::IsValidToEvaluate(). Should fix crashes caused by referencing bones that don't exist at some LODs.
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: aaron.cox
#ROBOMERGE-SOURCE: CL 5064673 via CL 5065477 via CL 5066422
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 5136533 by aaron cox in Dev-Networking branch]
Fixed a bug as uncovered by the new unit test (to be checked in in a separate submit).
* Added a new automation test file setup for animation
* Added a unit test for the calculate velocity node.
#rb Lina.Halper
#rb Aaron.Cox
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: helge.mathee
#ROBOMERGE-SOURCE: CL 4996498 via CL 4996991 via CL 5000426
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 5083846 by helge mathee in Dev-Networking branch]
1) An easing node which can take a float value and run it through most of the easing functions available in FMath
2) A node to record motions over time and output an averaged velocity. This is useful for tracking the velocity of say a weapon and drive secondary effects.
3) A node which is a monolithic large version of 2) to make it easy for riggers to track the velocity of a bone / socket.
#rb Lina.Halper, Laurent.Delayen
[FYI] Laurent.Delayen
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: helge.mathee
#ROBOMERGE-SOURCE: CL 4974686 via CL 4975432 via CL 4976695
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 5077692 by helge mathee in Dev-Networking branch]
Two changes fixed this. First we invert out the RateScale when calculating the PlayRate inside FAnimNode_SequenceEvaluator::UpdateAssetPlayer, since it get's multiplied back in the CreateTickRecordForNode function. This stops the jittering but the animation playback isn't scaled. To fix that we modify the Sequencer sections PlayRate by the asset'ss RateScale.
#jira UE-63636
#rb max.chen, martin.wilson
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 4896912 in //UE4/Release-4.22/... via CL 4896913
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 4911007 by max chen in Dev-Networking branch]
Poses & curves are now moved instead of copied where possible.
Also removed needless passing of bone space transforms to UAnimInstance::ParallelEvaluateAnimation, which further removes an extra allocation for sub-instances.
#rb Martin.Wilson
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 4810269 via CL 4810272 via CL 4812712 via CL 4812722
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 4812775 by thomas sarkanen in Dev-Networking branch]
Fixed anim node details customization so that it respects code re-ordered parameters and ordering metadata.
Fixed EditCondition and (As Pin) indicators causing double-checkboxes.
Moved (As Pin) indicators to a right-aligned checkbox instead of right-aligning the label.
Reordered anim node properties: AnimDynamics, ApplyAdditive, BlendBoneByChannel.
Also manually resized the 'eye' icon (as it was box filtered form 40x40) & fixed up asymmetric padding for its checkbox style. This means 'public' checkboxes in Blueprints are now square!
#rb Jurre.deBaare
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 4738868 via CL 4738870 via CL 4738871 via CL 4738872
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 4738875 by thomas sarkanen in Dev-Networking branch]
Moved the work to acquire the bone transforms to PreUpdate on the game thread.
Supported master-pose by checking whether what we are copying is running master-pose (this potentially fixes issues where character heads/hats can detach).
Profiled, this averages ~8us on console per call, so not too bad.
#rb Lina.Halper
[FYI] Lina.Halper
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 4691593 via CL 4692711
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 4710653 by thomas sarkanen in Dev-Networking branch]
to be false in order to not break existing assets.
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: satchit.subramanian
#ROBOMERGE-SOURCE: CL 4691097 via CL 4691100
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 4710536 by satchit subramanian in Dev-Networking branch]
Just in case - found a potential regression with the editor after this went in.
#rb none
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 4688910 via CL 4689070
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 4710168 by thomas sarkanen in Dev-Networking branch]
Moved the work to acquire the bone transforms to PreUpdate on the game thread.
Supported master-pose by checking whether what we are copying is running master-pose (this potentially fixes issues where character heads/hats can detach).
Profiled, this averages ~8us on console per call, so not too bad.
#rb Lina.Halper
#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 4688737 via CL 4689055
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)
[CL 4710153 by thomas sarkanen in Dev-Networking branch]