This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
- 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]
Adding a public member to USkeletalMesh class is now prohibed since it can break asynchronous operations that will be added next to this submit.
#rb danny.couture
#jira UEENT-3936
#rnx
[CL 14812920 by Alexis Matte in ue5-main branch]
Deprecated PlayTo, ScrubTo, JumpTo for Frames, Seconds, and MarkedFrames. Replaced with SetPlaybackPosition() which takes PlaybackParams to specify the position (ie, frame, seconds, or marked frame) and an update method (play, scrub, jump).
Also, adding a new feature/function:
PlayTo() - play from the current time to a specified time
#rb andrew.rodham
#ROBOMERGE-SOURCE: CL 13137367 via CL 13137369 via CL 13137373
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v687-13115495)
[CL 13137377 by max chen in Main branch]
#jira UE-91262
#rb none
#ROBOMERGE-SOURCE: CL 12475652 in //UE4/Release-4.25/... via CL 12475657 via CL 12475658
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v672-12450963)
[CL 12475662 by max chen in Main branch]
1. Fix skeletal animation export off by 1 frame - changed the anim adapter to advance by integer frames, rather than converting to float time and incrementing by the sampling rate.
2. Fix exporting an object in a shot - evaluation needs to happen in global time through RootToLocalTransform.Inverse(). As a result, also added an option to export in global time or in the sequence's local time. For example, if an object is animated in a shot that starts at global frame 150, the exported keys can either start at global frame 150 or local frame 0.
3. Step and export frames at the display rate of the sequence, rather than the hardcoded DEFAULT_SAMPLERATE.
#jira UE-79279
#rb none
[CL 8614137 by Max Chen in Dev-Editor branch]