Commit Graph

439 Commits

Author SHA1 Message Date
evgenii babinets
f15d8a73c4 Fix RBAN debug draw jittering due to RBAN being deferred one frame. The simulation can cross the frame/render boundary, so it was missing some frames and potentially doubling up on the next one. Added a new Chaos-specific method to control when we render the debug visualization. Updated the ConsoleCommandUI to set the new values as well.
#rb chris.caulfield

#ROBOMERGE-OWNER: evgenii.babinets
#ROBOMERGE-AUTHOR: evgenii.babinets
#ROBOMERGE-SOURCE: CL 18553868 via CL 18554011 via CL 18554013 via CL 18554055 via CL 18554063
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18554064 by evgenii babinets in ue5-release-engine-test branch]
2022-01-07 23:58:29 -05:00
cesar castro
022b7a308f MotionMatchingFFDemo - Added option to index and play mirrorred sequences in UPoseSearchDatabase
- Mirrorring information kept only in FPoseSearchIndexAsset, no longer a feature as in the first implementation
- Mirror mismatch cost set in the database and added after feature vector cost computations, like it happens with the cost modifier notify
#rb braeden.shosa
#preflight 61d762486c000c869b2374bf

[CL 18536881 by cesar castro in ue5-main branch]
2022-01-06 17:27:03 -05:00
UnrealBot
c47e81b2cb Branch snapshot for CL 18531810
[CL 18531810 in ue5-main branch]
2022-01-06 16:44:09 +00:00
UnrealBot
2987349d36 Branch snapshot for CL 18514113
[CL 18514113 in ue5-main branch]
2022-01-05 20:41:17 +00:00
cesar castro
d6dd956f6d Updated FillMirrorBoneIndexes to take a Skeleton as a parameter. This avoids the confusion about where the reference skeleton should come from, since it doesn't work as expected when using a skeletal mesh reference skeleton.
#rb tim.daoust
#preflight 61d5e2895b6f9bf2e6a54b4b

[CL 18522092 by cesar castro in ue5-main branch]
2022-01-05 13:51:06 -05:00
satchit subramanian
00d61b78ce Chaos Immediate Physics (RBAN) : Add option to disable bodies that are no longer active based on the index rather than just enabling the first N (enabled by default).
[REVIEW] [at]michael.lentine
#tests PIE

#localization none
[FYI] chris.caulfield, jeanfrancois.stamour

#ROBOMERGE-AUTHOR: satchit.subramanian
#ROBOMERGE-SOURCE: CL 18366672 via CL 18366682 via CL 18366696 via CL 18366709 via CL 18366719 via CL 18434197 via CL 18435602
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)

[CL 18436256 by satchit subramanian in ue5-release-engine-test branch]
2021-12-10 18:33:48 -05:00
thomas sarkanen
b9d0b5e6b4 Optimize tick record context data overheads
When resetting tick records each frame, a fairly large shared ptr destruction chain occured due to the final references to the various bits of context data (e.g. state machine scopes, mirror scopes) being removed.
This change switches individual shared ptrs to context data to unique ptrs, while allowing shared ownership (e.g. via the FAnimNotifyEventReference) via holding a shared ptr to the entire array.

#jira UE-130378 - Optimization pass on new UE5 anim node features
#preflight 61b35056c01c89f906e1a29b
#rb Timothy.Daoust

#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18430259 in //UE5/Release-5.0/... via CL 18435292
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)

[CL 18435518 by thomas sarkanen in ue5-release-engine-test branch]
2021-12-10 17:45:50 -05:00
thomas sarkanen
cbffa01d59 Remove duplicate transforms in FAnimInstanceProxy
We were holding two different copies of the component & actor transforms, now we just hold the one
Minor: also removed some pointer chasing in PreUpdate

#jira UE-130378 - Optimization pass on new UE5 anim node features
#preflight 61b324fef05b75b7610001e5

#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18429641 in //UE5/Release-5.0/... via CL 18429643
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)

[CL 18429646 by thomas sarkanen in ue5-release-engine-test branch]
2021-12-10 05:23:49 -05:00
koray hagen
80e9665606 #jira UE-131665
#rb none
#trivial

Animation Warping tooltip/comment quality improvements and minor code cleanup.

#ROBOMERGE-AUTHOR: koray.hagen
#ROBOMERGE-SOURCE: CL 18377514 in //UE5/Release-5.0/... via CL 18377515
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE[STARSHIP]: UE5-Main

[CL 18377516 by koray hagen in ue5-release-engine-test branch]
2021-12-04 17:35:53 -05:00
koray hagen
82196cda6e #jira UE-131665
#rb aaron.cox, braeden.shosa, cesar.castro

Lyra post-mortem Pose Warping fixes and features for Stride Warping, Orientation Warping, and Sequence Evaluator:

Pose-Warping:
1. Compile-time errors for invalid bone definitions
2. Expanded SHOWDEBUG ANIMATION and ensure() logging messages for graph-driven mode
3. Interpolation state and controller fixes for both modes
4. Fixed and expanded in-game visualization

Orientation-Warping:
1. Fixed orientation angle calculation for manual mode
2. Overhauled in-game visualization

Slope Warping:
1. Marked node as Experimental for upcoming Animation Warping plugin migration from Experimental to Beta

Sequence Evaluator:
1. Removed erroneous delta time record calculation in update-phase, since this is already accounted for in the asset player tick
#preflight 61aafc58e01f3610f5521e33

#ROBOMERGE-AUTHOR: koray.hagen
#ROBOMERGE-SOURCE: CL 18376490 in //UE5/Release-5.0/... via CL 18376492
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE[STARSHIP]: UE5-Main

[CL 18376493 by koray hagen in ue5-release-engine-test branch]
2021-12-04 00:48:11 -05:00
jose villarroel
55b6426a6b Fix for blend masks not being added when adding input pins to the layered blend per bone node
#jira none
[at]Thomas.Sarkanen, [at]Koray.Hagen
#preflight 619e5a1eaa4521f9e7bb2592
#rnx

#ROBOMERGE-AUTHOR: jose.villarroel
#ROBOMERGE-SOURCE: CL 18326403 in //UE5/Release-5.0/... via CL 18326431
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18326457 by jose villarroel in ue5-release-engine-test branch]
2021-11-30 12:15:54 -05:00
jose villarroel
95dd318cea Added Animation State Machine Library for common helper functions used in anim node functions:
*Added IsStateBlendingIn/Out to library
#jira none
[at]Thomas.Sarkanen, [at]Koray.Hagen
#preflight 619eab6488439fccfeab1615

#ROBOMERGE-AUTHOR: jose.villarroel
#ROBOMERGE-SOURCE: CL 18326309 in //UE5/Release-5.0/... via CL 18326338
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18326360 by jose villarroel in ue5-release-engine-test branch]
2021-11-30 12:12:43 -05:00
danny chapman
d837949fa7 Fix for: Single Frame blendspace doesn't sample root motion
#rb thomas.sarkanen
#jira UE-120375
#preflight 619e4307aa4521f9e7b871dd

#ROBOMERGE-AUTHOR: danny.chapman
#ROBOMERGE-SOURCE: CL 18283189 in //UE5/Release-5.0/... via CL 18283206
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18283213 by danny chapman in ue5-release-engine-test branch]
2021-11-24 09:32:29 -05:00
thomas sarkanen
5ac0e390f5 Blend lists now only re-initialize children when weight is zero
This prevents re-initialization pops if a non-active child still has weight, and is consistent with state machines

#jira UE-96588 - GitHub 7249 : Added an option to AnimNode_BlendListByBase to Allow for Re-initialization only when active child's weight is zero
#7249
#preflight 619d1e3e974d7d57269201f0
#rb Jurre.deBaare

#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18280962 in //UE5/Release-5.0/... via CL 18280997
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18281042 by thomas sarkanen in ue5-release-engine-test branch]
2021-11-24 05:02:25 -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
koray hagen
dc686f94eb Stride and Orientation Warping interface cleanup for UE5 Release
#jira UE-131667, UE-132489, UE-131666
#rb aaron.cox, braeden.shosa, cesar.castro
#preflight 61941dbbc80d0ce51aaee5ee

#ROBOMERGE-AUTHOR: koray.hagen
#ROBOMERGE-SOURCE: CL 18213783 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0

[CL 18213877 by koray hagen in ue5-release-engine-test branch]
2021-11-16 17:19:31 -05:00
timothy daoust
7892940082 Fixes for Mirror Node
- remove optimization that can introduce bugs in circumstances with identical joint counts but diferent indexes
  - added constant folding.

#rb thomas.sarkanen
#jira UE-133136
#preflight 618e9b59c83214302dd44368

#ROBOMERGE-AUTHOR: timothy.daoust
#ROBOMERGE-SOURCE: CL 18171394 in //UE5/Release-5.0/... via CL 18179777
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v894-18169371)
#ROBOMERGE[STARSHIP]: UE5-Main

[CL 18179861 by timothy daoust in ue5-release-engine-test branch]
2021-11-13 12:57:14 -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
a6e741e007 Merge from Release-Engine-Staging @ 17915896 to Release-Engine-Test
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035

[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-25 20:05:28 -04:00
aurel cordonnier
a12d56ff31 Merge from Release-Engine-Staging @ 17791557 to Release-Engine-Test
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485

[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-12 21:21:22 -04:00
aurel cordonnier
69fe095547 Merge from Release-Engine-Staging @ 17636544 to Release-Engine-Test
This represents UE4/Main @17638339 and Dev-PerfTest @17636504

[CL 17638842 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-27 19:54:25 -04:00
braeden shosa
52f0ab0c20 PoseSearch: New weighted metric for pose similarity
Scoring weights can now be specified at several levels of abstraction.
  Channel: Pose weight vs trajectory weight.
  Horizon: History weight vs prediction weight.
  Type: Weights per feature types, such as positions and velocities.

Weights are normalized at each of these levels. So ultimately the weights that
make up all channels of a weights group will sum to 1 (or zero if entirely disabled).

Several new concepts were introduced for this system that aren't fully
formalized. Channels aren't a concrete data type, but I'm imagining we'll head
in that direction where a Schema is made up of Channels which themselves contain
sampling paramters like time/distance offsets and what to sample. The weights
system sets itself up in such a way to effectively pretend channels exist.

Similarly, horizons aren't an explicit data type either and the weights system
pretends they sort of are for presenting this high level concept of past vs future
weight to the user.

I have removed the previous weighting system including per sequence weights.
This feature will be replaced by a grouping system for databases in the future.
Groups will be collections of sequences and a set of weights for that group.
This is why the WeightsContext contains an array of 1 group of weights-- it's
setup that way to vector the implementation toward groups.

Speaking of the WeightsContext, the motion matching node holds onto one and
updates it every frame. This is in order to support changing weights at
runtime. There are a set of dynamic weight parameters that can be used to scale
the weights of all weight groups within a database. The WeightsContext tracks
the prior dynamic weight params and knows if the weights buffer needs to be
recomputed or not. So most of the time, updating the WeightsContext is a no-op.
In the future we'll need to add support for interpolating changes to dynamic
weights to avoid abrupt scoring changes.

#preflight 614452dd568b3a00013ee9cb
#rb cesar.castro
#jira none

#ROBOMERGE-AUTHOR: braeden.shosa
#ROBOMERGE-SOURCE: CL 17555406 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17555422 by braeden shosa in ue5-release-engine-test branch]
2021-09-17 14:12:00 -04:00
aaron cox
e3f123688b Animation Locomotion Library: Common techniques for driving locomotion based character animation.
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
[at]Koray.Hagen, [at]Thomas.Sarkanen, [at]Fernando.Coello
[FYI] Laurent.Delayen

#ROBOMERGE-AUTHOR: aaron.cox
#ROBOMERGE-SOURCE: CL 17551436 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17551464 by aaron cox in ue5-release-engine-test branch]
2021-09-17 09:44:41 -04:00
koray hagen
7952f73fdc #preflight 6143ef4681695600011c49a8
#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

#ROBOMERGE-AUTHOR: koray.hagen
#ROBOMERGE-SOURCE: CL 17547347 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17547352 by koray hagen in ue5-release-engine-test branch]
2021-09-16 22:34:27 -04:00
aurel cordonnier
7f517562d5 Merge from Release-Engine-Staging @ 17438845 to Release-Engine-Test
This represents UE4/Main @17430120 and Dev-PerfTest @17437669

[CL 17439044 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-06 12:23:53 -04:00