Commit Graph

31 Commits

Author SHA1 Message Date
thomas sarkanen
730f6b7891 Fixed being unable to select external BPs in linked anim layer nodes
Switched custom parsing to use FEditorClassUtils::GetImplementedInterfaceClassPathsFromAsset

#jira UE-192562

[CL 27072096 by thomas sarkanen in ue5-main branch]
2023-08-14 11:44:09 -04:00
devin doucette
d1ee746ed3 StringBuilder: Added UE_LIFETIMEBOUND to catch some cases where pointers are kept into temporary string builders
#preflight 640a4ec928026468d9ec837e
#rb Steve.Robb

[CL 24594576 by devin doucette in ue5-main branch]
2023-03-10 13:06:34 -05:00
Thomas Sarkanen
598af39d50 Additional fixup for UE-168246 to ensure that function GUID gets set up correctly in all circumstances
#jira UE-168246
#rb Jurre.deBaare
#preflight 63c551ba2a6acaf1623bff5c

[CL 23728781 by Thomas Sarkanen in ue5-main branch]
2023-01-16 08:46:32 -05:00
thomas sarkanen
7aae2402bb Fix being unable to choose another self anim layer after choosing a linked anim layer
Due to reconstruction on edit, the member reference GUID was always conforming back to the original layer node once it was set. This fix ensures that the GUID is appropriately set each time the member reference is updated.

#jira UE-168246
#preflight 6385ff577b4bd3f057796ae4
#rb Jurre.deBaare

[CL 23312441 by thomas sarkanen in ue5-main branch]
2022-11-29 12:34:49 -05:00
thomas sarkanen
a8028b1658 Fixed inability to spawn external linked anim layer nodes
Also fixes ensure on linked anim layer node spawn

#jira UE-168234
#jira UE-168356
#jira UE-170967
#rb Jurre.deBaare
#preflight 6385f54a4004f73f62bbfcc2

[CL 23312397 by thomas sarkanen in ue5-main branch]
2022-11-29 12:34:18 -05:00
henrik karlsson
b5b86c796c This change is a strategical submit for a coming change that removes lots of includes in headers that are included by many files. This change contains adding of includes in files that previously got those includes transitively from other inclkudes
#preflight 6355d4940313c24974b2107b
#rb none

[CL 22783162 by henrik karlsson in ue5-main branch]
2022-10-26 12:57:32 -04:00
thomas sarkanen
e152da867b Fixed LOCTEXT conflict in LinkedAnimLayerNode
#jira UE-165773
#rb Jaime.Cifuentes
#preflight 633c33aff96f5ad403a2df41

[CL 22332055 by thomas sarkanen in ue5-main branch]
2022-10-04 12:04:24 -04:00
thomas sarkanen
13812111b2 Fix renaming issues with linked anim layers
Move linked layers and graphs to use FMemberReference to reference the stub function used to generate node pins

#jira UE-132472
#rb Jurre.deBaare
#preflight 63358f5ee410691606b6c915

[CL 22260921 by thomas sarkanen in ue5-main branch]
2022-09-29 20:38:46 -04:00
frederick lupien
9c38bfb87c Allow self layer nodes in linked anim layer graphs.
Added compilation check for linked layers circular references and indirectly nested linked layers

[REVIEW] [at]Thomas.Sarkanen
#tests Compile all project animation blueprints

[CL 22203056 by frederick lupien in ue5-main branch]
2022-09-27 06:56:42 -04:00
Robert Millar
dc497f2e2f FNames containing asset paths are deprecated. FSoftObjectPath or FTopLevelAssetPath should be used instead.
Fixups for animation.

#jira UE-161932
#rb halfdan.ingvarsson
#preflight 63181d07980179553e5c8d21

[CL 21841184 by Robert Millar in ue5-main branch]
2022-09-07 00:40:02 -04:00
Keith Yerex
40a5283221 Make double clicking Linked Anim Layer nodes also attach the debugger to the correct anim instance
#rb Jurre.DeBaare
#preflight 6308f2ac990cd1b6a7496d49

[CL 21593455 by Keith Yerex in ue5-main branch]
2022-08-26 13:15:55 -04:00
Keith Yerex
d3dc8e95a1 fix double click on linked layer node to navigate the the actual linked instance when you are attached and debugging
#rb Thomas.Sarkanen
#preflight 630668fd5a5d4e46246266a2

[CL 21547264 by Keith Yerex in ue5-main branch]
2022-08-24 14:14:53 -04:00
frederick lupien
3eebf5a735 Animation blueprints: Allow linked animation layer nodes to be placed inside of self layers
[REVIEW] [at]Thomas.Sarkanen
#tests Anim Blueprint Editor

#ROBOMERGE-AUTHOR: frederick.lupien
#ROBOMERGE-SOURCE: CL 20652787 via CL 20652806 via CL 20652815 via CL 20652826
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)

[CL 20657015 by frederick lupien in ue5-main branch]
2022-06-14 16:39:17 -04:00
robert manuszewski
d1443992e1 Deprecating ANY_PACKAGE.
This change consists of multiple changes:

Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used  in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values

AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes

Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names

#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32

#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786

#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)

[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
Jurre deBaare
4c51bac40d UE5/Release-5.1 - Duplicated keys for localization - UE - Anim
#jira UE-150815
#rb trivial
#preflight 6284d86ef239239af676a70f

[CL 20259117 by Jurre deBaare in ue5-main branch]
2022-05-18 07:36:32 -04:00
Lauren Barnes
6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00
frederick lupien
86374f2cb0 Added a distinction in color and title between linked anim layer & self anim layer anim nodes.
Self anim layer are now titled Anim Layer (self) instaed of Linked anim layer

#rb Thomas.Sarkanen
#tests editor

#ROBOMERGE-AUTHOR: frederick.lupien
#ROBOMERGE-SOURCE: CL 19630124 via CL 19636027 via CL 19640541 via CL 19641080 via CL 19641168
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697)

[CL 19642090 by frederick lupien in ue5-main branch]
2022-04-06 00:23:18 -04:00
frederick lupien
2be85d3154 Made LinkedAnimLayers node purple to distinguish them from LinkedAnimGraph
[REVIEW] [at]Thomas.Sarkanen
#tests anim blueprint editor

#ROBOMERGE-AUTHOR: frederick.lupien
#ROBOMERGE-SOURCE: CL 19284487 via CL 19295534 via CL 19304957 via CL 19305399
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)

[CL 19347138 by frederick lupien in ue5-main branch]
2022-03-10 21:02:48 -05:00
jose villarroel
24709eb4ce Allow child anim blueprints to be used as the default instance class in LinkedAnimLayers
#jira none
#preflight 61e6fde97f0c4b5aad6a30a7

#ROBOMERGE-AUTHOR: jose.villarroel
#ROBOMERGE-SOURCE: CL 18642491 in //UE5/Release-5.0/... via CL 18644133 via CL 18644427
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)

[CL 18644672 by jose villarroel in ue5-main branch]
2022-01-18 14:18:19 -05:00
thomas sarkanen
df0b8f03c8 Fixed linked anim layers showing up multiple times in context menu
Iterate over interfaces rather than ALL anim BPs, as well as accounting for self layers, then filter appropriately according to current BP

#jira UE-133258 - Linked anim layers show up multiple times in the context menu
#rb Jurre.deBaare
#preflight 61e56fa4a2616066f68089e5

#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18632528 in //UE5/Release-5.0/... via CL 18632536 via CL 18632539
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)

[CL 18636706 by thomas sarkanen in ue5-main branch]
2022-01-18 00:02:46 -05:00
aurel cordonnier
34f55d3a4a Merge from Release-Engine-Test @ 17946149 to UE5/Main
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035

[CL 17949667 by aurel cordonnier in ue5-main branch]
2021-10-27 15:14:40 -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
Thomas Sarkanen
589c8f6ad0 Linked anim graphs/layers now appear in the "my blueprint" outline and context menu
Titles & icons tweaked to emphasise the linked content, not the type of the node.
Also fixes bounding box init issue when spawning new input pose nodes in linked anim graphs
Added the ability to override the tag checked when vierufying skeleton compatibility by FAssetData. This allows anim BPs to use the functionality as they have a "TargetSkeleton" tag vs. other assets with a "Skeleton" tag.

#rb Jurre.deBaare

[CL 16434383 by Thomas Sarkanen in ue5-main branch]
2021-05-24 06:55:32 -04:00
Marc Audy
3cfedaade8 Fix PVS warning V502 when comparing against NAME_None in a trinary
[CL 16137741 by Marc Audy in ue5-main branch]
2021-04-28 01:58:36 -04:00
ryan durand
627baf970a Updating copyright for Engine Editor.
#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]
2019-12-26 15:33:43 -05:00