Linked anim BPs can be debugged, but logic to setup the debugged object based on skeletal mesh made some assumptions that only the main anim instance would be the class being set. Expanding the check here for that fallback logic application to cast a wider net than just the preview instance fixes an ensure.
Found while investgating UE-110612.
#jira none
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18465867 in //UE5/Release-5.0/... via CL 18465873
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18465885 by thomas sarkanen in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
- add isolate mode for showing colliding rigid bodies ( hotkey : C )
- fix right click menu clearing multi-selection
[CL 16176624 by cedric caillaud in ue5-main branch]
Fixed check when blending curves when the required bones of linked anim instances were inconsistent with the main instance
This was caused by skeletal meshes streaming out setting the predicted LOD level without flagging required bones for recalculation, which meant that when a linked anim instance was created at a point where a LOD streamed out it could then build required bones at a different LOD to the main instance (e.g. main instance's required bones would be left at LOD 0, but linked instance's would be rebuilt at LOD 1).
Added accessors to the PredictedLODLevel and deprecated direct access to the member due to the potential for it to cause havoc if it is abused.
and
Prevent first-frame rendering issues when spawning LOD stripped skeletal meshes
#jira MH-3083
#jira UE-107627
#jira UE-78773
#jira FORT-354970
#jira FORT-345744
#jira FORT-355705
#rb Jurre.deBaare
[CL 15676600 by Thomas Sarkanen 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]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870586 by ryan durand in Main branch]
#rb Michael.Lentine
#ROBOMERGE-SOURCE: CL 9884388 via CL 9885015 via CL 9885036
#ROBOMERGE-BOT: (v553-9872581)
[CL 9885049 by satchit subramanian in Main branch]
#jira UE-80147 - Rename new anim layer related APIs
#rb Jurre.deBaare
#ROBOMERGE-OWNER: thomas.sarkanen
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 8973946 via CL 8973950 via CL 8973951
#ROBOMERGE-BOT: (v438-8971340)
[CL 8974019 by thomas sarkanen in Main branch]
#fyi thomas.sarkanen
Add the ability to preview of layer overlays and sub-instances in the animation blueprint editor
This change adds a new 'preview animation blueprint' to UAnimBlueprint. This is a blueprint that hosts a sub-instance/layer BP for preview purposes. Setting this in a BP will show a preview in the viewport of the BP running as a sub-instance of the preview instance, thus allowing for sub-instances to be previewed in context.
#jira UE-78536 - Preview output of animation layers
#rb Jurre.deBaare
#ROBOMERGE-OWNER: laurent.delayen
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 8591775 via CL 8617549
#ROBOMERGE-BOT: (v409-8614070)
[CL 8631092 by laurent delayen in Main branch]
Merging using Fortnite_Main<->Fortnite_ControlRig
#rb none
#ROBOMERGE-OWNER: helge.mathee
#ROBOMERGE-AUTHOR: helge.mathee
#ROBOMERGE-SOURCE: CL 7321580 via CL 7323175
#ROBOMERGE-BOT: (v371-7306989)
[CL 7323351 by helge mathee in Main branch]
#jira UE-76569
#rb max.chen
#ROBOMERGE-SOURCE: CL 7280102 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v369-7254125)
[CL 7280144 by mike zyracki in Main branch]