Commit Graph

12 Commits

Author SHA1 Message Date
Max Chen
14153deeee Sequencer: Follow up to keying only umuted and active sections - also need to use only keyable sections when calculating weight for blending and interrogation
#jira UE-150869
#jira UE-150866
#rb matt.hoffman, mike.zyracki
#preflight 628318840b68afa14c7b67b7

[CL 20255178 by Max Chen in ue5-main branch]
2022-05-17 22:14:52 -04:00
christopher waters
99ec480304 Cleaning up dependencies with select heavy-hitter headers in MovieScene and addressing the fallout from that.
MovieScene was targeted as its headers were at the top of profiling ShooterGame builds.
Tested with -disableunity and -nopch. Current timings take ShooterGameEditor rebuild from 480s to 440s

#jira none
#rb josh.adams
#preflight 624c97a63661c8f04a191889

[CL 19634779 by christopher waters in ue5-main branch]
2022-04-05 18:58:45 -04:00
ludovic chabant
c5bbb72e4f Sequencer: Large world coordinates support
- Add support for double precision channels, curves, evaluation, blending, and all other runtime infrastructure.
- Note that, as usual for now, double channels load and save float values.
- Editor side also gains some new track editors for these new types, with some workarounds to correctly recognize between float and double vectors.
- Transform tracks are now operating entirely in doubles.
- Float recomposing APIs for keying tracks in the editor are now using doubles, and have been renamed to "value recomposing".

#rb max.chen
#preflight 6123f6d9e7a3070001ff37ed

[CL 17278174 by ludovic chabant in ue5-main branch]
2021-08-23 18:25:30 -04:00
aurel cordonnier
dc856801cd Merge from Release-Engine-Test @ 17059716 to UE5/Main
This represents UE4/Main @ 17030256 and Dev-PerfTest @ 17029914

[CL 17060422 by aurel cordonnier in ue5-main branch]
2021-08-04 17:46:20 -04:00
aurel cordonnier
43fa62fcd8 Merge from Release-Engine-Test @ 16487383 to UE5/Main
This represents UE4/Main @ 16445039 and Dev-PerfTest @ 16444526

[CL 16488106 by aurel cordonnier in ue5-main branch]
2021-05-27 13:40:37 -04:00
Andrew Rodham
f44701da43 Sequencer: Added the ability to run asynchronous predictions for animated component transforms and future/past times
- Predictions do not understand changes of attachment that might occur between the current time and the predicted time
  - Separated the functions and data relating to managing interrogation channels and indices out into a separate class called FInterrogationChannels
  - The predictions import interrogation entities into the main ECS and will get processed along with all the other evaluations
  - Spawnable annotations are now available in-game (not just in-editor)

#rb Mike.Zyracki, Max.Chen
#jira none
#preflight 606757c002d50100019f0d4f

[CL 15930213 by Andrew Rodham in ue5-main branch]
2021-04-06 10:28:26 -04:00
Marc Audy
0cbbc781ca Merge UE5/Release-Engine-Staging @ 15740152 to UE5/Main
This represents UE4/Main @ 15709114

[CL 15740605 by Marc Audy in ue5-main branch]
2021-03-18 15:20:03 -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
1ff0401590 Sequencer: Initial Values are now shared between FSequencer instances and Interrogators
- This ensures that exports and trail rendering share the same initial value data despite objects potentially being in animated states when an interrogation is performed.
  - All initial value processing is now handled by a new system, UMovieSceneInitialValueSystem, rather than the property instantiator. This means the same system can initialize the correct initial values for interrogators and runtime properties.
  - This change introduces 2 new linker extensions (one for the interrogator, and one for the shared initial value storage) which allows the initial value system to perform optimally when the extensions are not present, but also use the initial value cache storage when it present in-editor.

#jira UE-102858
#rb Max.Chen, Ludovic.Chabant

[CL 15153737 by Andrew Rodham in ue5-main branch]
2021-01-21 09:19:08 -04:00
Andrew Rodham
e48f8100c8 Sequencer: Tidied up component locking and access patterns
- Client code ultilizing ForEachAllocation task callbacks no longer need to call Resolve to access component data - this is already done in the task internals and the lock is maintained correctly for the duration of the task
  - Added Read/WriteComponent methods to FEntityAllocation to make custom component access more robust - these functions now return a scope-locked wrapper around the component data

#rb Max.Chen, Ludovic.Chabant

[CL 15144976 by Andrew Rodham in ue5-main branch]
2021-01-20 11:40:24 -04:00
Marc Audy
a7f9391231 Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
This represents UE4/Main @ 14768117

For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer

[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -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