The curve refactor missed this particular case - the weighted moving average mode is supposed to ignore the input values themselves and treat them like a mask on the incoming curves.
#jira UE-197180
#rb jaime.cifuentes
[CL 30500453 by thomas sarkanen in ue5-main branch]
for the following nodes:
Control Rig
Rig Logic
Skeletal Control Base (RBAN)
The plan is to use this on AnimBPs that are shared across different characters presets so that we can granularily control compute on the LOD levels for each.
#rb andrean.franc, danny.chapman, Helge.Mathee, henry.falconer
[CL 30038397 by benjamin jillich in ue5-main branch]
- Created new cvar: "p.RigidBodyNodeServer" which defaults to 0 (disabled).
- Added new STAT_RigidBodyNodeInitTime_SetupSimulation which tracks the more expensive part of calling FAnimNode_RigidBody::InitPhysics.
#rb matt.harris, richard.smith
#tests Tested in editor and cooked builds (Development and Test configs).
[FYI] richard.smith
[CL 29962655 by carles fernandez in ue5-main branch]
* 14.3 MB: Reserve space in CurvePoseSourceIndices members in AnimNode_BoneMask and AnimNode_LayeredBoneBlend based on the exact amount used. Many nodes don't use this feature, so the array ends up empty, but in other cases, less than 5% of the reserve is used.
* 3.4 MB: Eliminate Reserve for QueuedTransitionEvents member in AnimNode_StateMachine. Reserve is wasteful because it's deleted anyway by a Shrink call in FAnimNode_StateMachine::Update_AnyThread for active state machines, and only ends up sticking around for inactive state machines, where it's irrelevant, so it doesn't affect performance to take this out.
#rnx
#rb thomas.sarkanen jose.villarroel
[CL 29601012 by jason hoerner in ue5-main branch]
This allows custom anim blueprints to either:
a) Allow Sequencer to swap out their anim instance during playback (swapping it back after). This is similar to checking the 'Force Custom Mode' checkbox on a Skeletal Animation track section, but at the blueprint level without having to change anything in Sequencer.
b) Provide a list of valid Anim Slot names for the Sequencer Skeletal Animation track section UI to choose from. When provided by a blueprint with the interface, a valid slot will always be chosen when creating new skeletal animation sections.
These features will allow UEFN devs to better manage Sequencer takeover of pawn animation without the user having to edit a SlotName in the Sequencer UI. To use these features will require them editing their anim blueprints to use this interface.
I had considered as part of this change hiding the Slot Name UI entirely in UEFN when there is no choice to be made, but decided against it for less UEFN-specific code.
[REVIEW] [at]ue-sequencer [at]guillaume.guay
#jira UE-199199, UE-199200
#rb Max.Chen
[CL 29316313 by david bromberg in ue5-main branch]
- Added p.AnimDynamics.ComponentAppliedLinearAccClampOverride CVar to override the clamp on the component linear acceleration applied to AnimDynamics simulation for all assets.
- Added p.AnimDynamics.GravityScale Cvar to set a gravity scale that is applied to the default gravity and the gravity override vector.
- Prior to this change, when the sim space was set to World, the gravity override vector was only applied on init. Now it will now be applied every update with any sim space setting.
[REVIEW] [at]Benn.Gallagher
[FYI] [at]Charles.Anderson
[CL 29146184 by nick brett in ue5-main branch]
A few days ago I've added runtime switching for the override physics assets by exposing the override physics assets as a pin. To align better with the pattern we use with larger objects, I've now changed that to a function library.
#changelist validated
#virtualized
[CL 29127203 by benjamin jillich in ue5-main branch]
[FYI] benjamin.jillich
Original CL Desc
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Runtime switching override physics assets on rigid body animation node using function library
A few days ago I've added runtime switching for the override physics assets by exposing the override physics assets as a pin. To align better with the pattern we use with larger objects, I've now changed that to a function library.
[CL 29110798 by stan hormell in ue5-main branch]
A few days ago I've added runtime switching for the override physics assets by exposing the override physics assets as a pin. To align better with the pattern we use with larger objects, I've now changed that to a function library.
[CL 29083014 by benjamin jillich in ue5-main branch]
Slack thread with more info
https://epicgames.slack.com/archives/C045B1XPYTA/p1698083710894179
NOTE: Tested w/ full Durian run (PIE) in DEV-FN-27 with changes applied locally
[FYI] Chris.Caulfield, Charles.Anderson
#rnx
[CL 29077898 by dan kaufman in ue5-main branch]
[FYI] Nicholas.Frechette
Original CL Desc
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Explicitly disable inlining with clang of specific functions to save stack space in hot recursive function
#rb John.Huelin
[CL 28992766 by stan hormell in ue5-main branch]