-fixed bug where moving the start location would not update the visuals or the text if a constraint moved it.
[FYI] gregg.bond1
#virtualized
[CL 30892931 by richard graham in ue5-main branch]
- Added MVVM setters for Use Imperial Measurements and Smooth Rotation settings.
- Fixed but in settings palette tool menu that did not reflect current Measurement Settings on activation.
[FYI] richard.graham
#virtualized
[CL 30890411 by gregg bond1 in ue5-main branch]
Vscout avatar now uses legacy rotate and scale by default, with left stick flick turn still available.
Refactored chorded actions for rotate and scale, removed some redundant/unused input actions.
Corrected typo in a function in the measurement readout widget
#rb richard.graham
[FYI] Juan.S.Gomez, gregg.bond1, zach.brockway
#virtualized
[CL 30883403 by richard graham in ue5-main branch]
Fix write out of DrawModeComponents replacing relative with absolute paths to the same file for no reason;
Rename instances of "BoundsComponent" to "DrawModeComponent".
#jira UE-200646
#rb Anousack.Kitisa
[CL 30882444 by daniel coelho in ue5-main branch]
* Nodes can nominate required pins which must have active inputs for the node to execute (`IsInputPinRequiredByExecution()`).
* Added small marker to node pins to communicate this, and augmented pin tooltip too.
* Nodes like Branch and Switch deactivate output pins by setting a bitmask. Inactive pins are visualised in graph editor.
* The bitmask is 64 bits. Added ensure to limit number of output pins to 63 (64th bit is used as special "no associated pin" value for pin-less task inputs).
* Dynamic branch culling - compilation time - compiler creates a boolean expression of pins that must be active for node to execute.
* Dynamic branch culling - execution time - if a node deactivates one or more pins, boolean expression in downstream tasks updated and tasks recursively culled.
* `FPCGPinDependencyExpression` added which represents this conjunctive normal form boolean in a flat array using conjunction markers.
* Dynamic & static culling editor visualization unified - both query whether node was executed. Reliable and simple. Only active during inspection & after execution.
* Inactive/culled node visualisation fades the node and displays a little "cancelled" badge.
* A manual check is still needed for redirectors which never execute but look bad if not showing active/inactive state, but this is fairly minor and easily maintained.
* A few nodes should always execute even if unwired (`CanCullTaskIfUnwired()`), most will cull.
* Debug object tree view - don't allow selecting non-debuggable stacks which causes weird behaviours like showing all nodes as culled, also breaks Profiling window.
* Debug object tree view - only call SetStackBeingInspected if the stack has changed, prevents a bunch of useless graph executions.
* PCG engine setting added to disable the 'culled' visualisation.
* Branch node fix - was not doing disabled behaviour (first pin statically active) for Dynamic branches.
* Add execution dependencies from static subgraph subnodes to the static subgraph node so that tasks execute alongside other subgraph tasks and can be culled
* Log added for dynamic culling, and cleaned up execution log vs caching log so that latter is only required for caching investigations
Related node behaviour tweaks requested by users:
* Distance node - if Target pin unconnected, passthrough data from Source pin (rather than executing).
* Attribute Transfer node - if Source pin is unconnected, passthrough data from Target pin (rather than executing).
* Switch node - if node is disabled, first output pin is active, others are inactive (similar to Branch).
#rb wyatt.marvil, julien.lheureux, adrien.logut
#jira UE-201641
[FYI] JeanSebastien.Guay, antoine.guilbaud
[CL 30881258 by huw bowles in ue5-main branch]
- Redesigned Fractional Precision settings menu to 1 row of buttons to ensure ExitVR button is still shown
[FYI] richard.graham
#jira UE-167547
#virtualized
[CL 30850794 by gregg bond1 in ue5-main branch]