- It uses same blend set up as blend list
- Because of this, now we're not testing weight <ZERO_ANIMWEIGHT, but we test Blend.IsComplete
- Now we still advance montage since if the custom curve contains longer 0, anim is likely to pause if he comes back from 0. (I had wacky test case)
#ANIM: Single node instance's inconsistency of montage weight has been resolved
- This also contains montage update change where now montage advance prior to node update
- Also made new function for node update, so that single node instance can use that function instead of nativeupdateanimation, which happens prior to weight update causing all inconsistency
- Enabled node weight debuging define for montage, so that we can see if any other case is causing it
- This also fixes crash when montage gets terminated after weight has been updated
Merging
//depot/UE4-Orion/...
to //depot/UE4-Orion/...
[CL 2687868 by Lina Halper in Main branch]
- Now it gets weight data and use that weight data without recalc in eval
- Also made montage instance's members to be private
- changed single node to get weight and use that weight for eval - same as normal anim BP
- changed update weight of montage to happen before native update animation
Merging
//depot/UE4-Orion/Engine/Source/...
to //depot/UE4/Engine/Source/...
[CL 2682922 by Lina Halper in Main branch]
- It is broken whenever you apply any bone transform due to controller is not copying local atoms back to it.
[CL 2604079 by Lina Halper in Main branch]
- If you select bone and modify, you can add to the additive layer track
- You can also move curve keys during SIE
[CL 2359126 by Lina Halper in Main branch]
- Allow relative and proportional linking for montage elements
- Show trigger thresh of notifies in details panel
- Fixup segments on reimport to stop t-pose or frozen animations
- Only automatic improvements in this CL, requring no resave for assets
[CL 2342383 by Benn Gallagher in Main branch]