Commit Graph

43 Commits

Author SHA1 Message Date
Matt Peters
d64cf41728 AssetRegistry includes (Engine Plugins): change #include "AssetData.h" -> #include "AssetRegistry/AssetData.h", and similar for the other moved AssetRegistry headers.
#rb Zousar.Shaker
#rnx
#preflight 6270563191629533ec2b6f6e

[CL 20017756 by Matt Peters in ue5-main branch]
2022-05-02 18:59:38 -04:00
Mike Zyracki
49541ddc4c Sequencer: Linked Anim Sequences: When duplicating level sequences we also duplicate the linked anim sequence. Also added some BP/Python functions for creating linked anim sequences
#jira UE-149027
#jira UE-149731
#preflight 62607aa6de50cd99bbbab57c
#rb max.chen

[CL 19851796 by Mike Zyracki in ue5-main branch]
2022-04-21 13:12:26 -04:00
max chen
e0e538edcf Sequencer: Get descendant bindings when importing/exporting fbx otherwise components will not be imported/exported if you only specify the actor binding
#jira UE-141387
#preflight 62047422c8075d49895eea49
#rb mike.zyracki

#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 18941076 via CL 18941082 via CL 18941091 via CL 18941738 via CL 18941911
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)

[CL 18941933 by max chen in ue5-main branch]
2022-02-10 15:23:50 -05:00
max chen
e19cde33cf Sequencer: LevelSequenceEditor now depends on SequencerScripting
#rb andrew.rodham

#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 18427711 in //UE5/Release-5.0/... via CL 18427717
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)

[CL 18427723 by max chen in ue5-release-engine-test branch]
2021-12-09 20:04:24 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
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
aurel cordonnier
25a11deeac Merge from Release-Engine-Staging @ 16579919
This represents UE4/Main @ 16579691 and Dev-PerfTest @ 16579576

[CL 16581170 by aurel cordonnier in ue5-release-engine-test branch]
2021-06-07 20:09:45 -04:00
Marc Audy
01b7c9f4f5 Merge UE5/RES @ 15958325 to UE5/Main
This represents UE4/Main @ 15913390 and Dev-PerfTest @ 15913304

[CL 15958515 by Marc Audy in ue5-main branch]
2021-04-08 14:32:07 -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
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
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
Alexis Matte
73d83c6a38 To protect the skeletalmesh when using async operations like build or re-import we deprecate all public member variables of USkeletalMesh class and create the necessary getter and setter. Those member will stay public but will be move to private in a future release.
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]
2020-11-25 11:17:08 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
max chen
9d568c459b Sequencer: Playback controls
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]
2020-05-01 00:11:16 -04:00
max chen
aa7b62c256 Sequencer: Import onto objects with the focused template ID. This fixes an issue preventing importing onto an object in a subsequence.
#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]
2020-03-27 18:24:30 -04:00
max chen
bc2e45000c Sequencer Scripting: Export fbx through python now spawns spawnables if necessary
#jira UE-87711
#rb none

#ROBOMERGE-SOURCE: CL 11445037 in //UE4/Release-4.25/...
#ROBOMERGE-BOT: RELEASE (Release-4.25 -> Release-4.25Plus) (v654-11333218)

[CL 11445038 by max chen in 4.25-Plus branch]
2020-02-14 11:53:25 -05:00
Chris Gagnon
76c6bcbfeb UE4 Main merged to Dev-Tools-Staging at CL 11164391
#rb none

[CL 11171981 by Chris Gagnon in Dev-Tools-Staging branch]
2020-01-29 20:39:37 -05:00
Max Chen
b4881d8bf8 Copying //UE4/Dev-Editor to Dev-Tools-Staging (//UE4/Dev-Tools-Staging) @11123875
#rb none
#jira none

[CL 11123880 by Max Chen in Dev-Tools-Staging branch]
2020-01-27 20:11:15 -05:00
Lina Halper
44c1bb3292 COPY from //Dev-Anim to //Dev-Main
#rb: none
#fyi: Laurent.Delayen, Thomas.Sarkanen

[CL 11088765 by Lina Halper in Main branch]
2020-01-22 17:58:55 -05:00
Marc Audy
360d078ca3 Second batch of remaining Engine copyright updates.
#rnx
#rb none

[CL 10871248 by Marc Audy in Main branch]
2019-12-27 09:26:59 -05:00
Chris Gagnon
8ab0638182 Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) for 4.24
#rb none

[CL 9325047 by Chris Gagnon in Main branch]
2019-10-01 20:41:42 -04:00
Max Chen
846d3ce4a1 Sequencer: Fix multiple export to fbx issues.
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]
2019-09-10 11:58:53 -04:00