Added profile update when using constraint instance accessor from a physics asset
Added some blueprint functions to clean up usage & harmonize physics asset with skeletal mesh component
Changing properties in the accessor now dirties the asset
#rb cedric.caillaud
#preflight 61094ad75938f90001fc4657
#ROBOMERGE-SOURCE: CL 17055393 via CL 17055402
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v850-17047176)
[CL 17055410 by julien lheureux in ue5-release-engine-test branch]
Fixed issue where the rotation would be copied as well when it shouldn't be.
#rb cedric.caillaud
#preflight 6100824291123700017e94cf
#ROBOMERGE-SOURCE: CL 16981495 via CL 16981508
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16981510 by julien lheureux in ue5-release-engine-test branch]
Upon construction, SPhysicsAssetGraphNodeOutputPin objects will register callbacks for its pins. However, these objects can potentially reference destroyed UEdGraphPin instances after an undo occurs, since UEdGraphPin deserializaiton will destroy existing pins. There's also a secondary issue where the nodes appear to be disconnected after undo.
The most straightforward fix here is to make SPhysicsAssetGraph a FEditorUndoClient, and then rebuild the underlying graph object.
#jira UE-110714
#rb jamie.dale
#ROBOMERGE-SOURCE: CL 16355305 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v804-16311228)
[CL 16355308 by dave jones2 in ue5-release-engine-test branch]
- add isolate mode for showing colliding rigid bodies ( hotkey : C )
- fix right click menu clearing multi-selection
[CL 16176624 by cedric caillaud in ue5-main branch]
Issue was caused by the user focus been kept by the detail window and when clicking in the 3D viewport , textfield would get a lost focus eventand trigger OnFinishedChangingProperties
#jira UE-106308
#fyi benn.gallagher
[CL 15926953 by cedric caillaud in ue5-main branch]
This was broken when using user created constraint ( in Physics Asset Editor ) that result in constraints named with "UserConstraint" prefix
This is mostly affecting SkeletalMeshComponent limit and motor related functions ( and constraint breaking functions ) as well as potentially some physics assets editor selection behaviour
- Added GetChildBoneName() and GetParentBoneName() to FConstraintInstance for API clarity
- Fixed all UE code improperly using JointName and used GetChildBoneName instead
#jira FROST-1148
#rb chris.caulfield, shon.love, brice.criswell
[CL 15562767 by cedric caillaud in ue5-main branch]
- Simplify and fix the way skeleton tree is synchronized with selection ( also made it faster for large number of bones/bodies )
#jira UE-106927
#rb chris.caulfield zhenglin.geng brett.miller
#fyi benn.gallagher
[CL 15303162 by cedric caillaud in ue5-main branch]