This allows animators inject knee motion either manually or with procedural controls within the graph.
[REVIEW] [at]Aaron.Cox, [at]Thomas.Sarkanen
#preflight 6474508d8137a37b85494382
[CL 25683102 by jose villarroel in ue5-main branch]
- Created a set of macros to trace data about Solver Frames, Solver Steps, and Solver Particles on Rigid Solvers and RBAN solvers
- Added a way to have the context between CVDTrace calls to know which solver started the call on a determined solver step or particle without having to copy that information to every object
#rb benn.gallagher
#jira UE-181330
#preflight 643d9d4c0a5a4b944e348487
[CL 25077633 by sergio gardeazabal in ue5-main branch]
Runtime notes:
- Removes 'smart name' usage across the animation systems.
- Changed curve blending from a uniform array (sized per skeleton) to a sparse array of sorted named values. Blends and other combiners are performed using a dual iteration 'tape merge'.
- Skeleton curves are no longer guaranteed to cover all curve names that can be found at runtime.
Editor notes:
- Curve metadata (flags, bone links etc.) is still present on the skeleton, but can also now exist on a skeletal mesh
- Curve metadata (for morph targets) is still populated on import
- Curves can now be used arbitrarily at runtime
New features:
- New Find/Replace dialog that allows for batch-replacing curves and notifies across all of a project's assets
- New curve debugger tab in various Persona editors that allows for viewing curve values live. This also now allows viewing curves for specific pose watches.
- Pose watches now output curve tracks to the Rewind Debugger
#rb Jurre.deBaare,Nicholas.Frechette,Sara.Schvartzman,Helge.Mathee,Kiaran.Ritchie,Jaime.Cifuentes,Martin.Wilson,Keith.Yerex,Andrean.Franc (and more!)
#jira UE-167776
#jira UE-173716
#jira UE-110407
#preflight 63fc98c81206d91a2bc3ab90
#preflight 63f3ad4f81646f1f24c240c2
[CL 24421496 by Thomas Sarkanen in ue5-main branch]
- This will allow the ''Preview Rendering Level' setting in editor to set the CVars to the values defined in platform device profiles.
#rb [at]Benn.Gallagher, [at]Ben.Woodhouse
[CL 23741214 by nick brett in ue5-main branch]
This fixes a character movement related issue where walking into a moving kinematic object would stop the RBAN nodes from simulating altogether because the moving kinematic moves the movement component which triggers a TeleportPhysics.
#rb benn.gallagher, satchit.subramanian
#jira none
#preflight 6376a411fa348e8480775c8b
[CL 23184228 by Chris Caulfield in ue5-main branch]
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds
After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds
#jira
#preflight
[CL 22173263 by marc audy in ue5-main branch]
- Constraint Solver now solves IslandGroups using sets of dependent tasks
- Gather and Scatter use all available workers regardless of number of Islands
- Significantly better multi-core performance in large-island tests
- Added IslandGroupManager
- Added ConstraintGroupSolver (replaced SolverDatas)
- Added ConstraintContainerSolver (replaced ConstraintRule)
- Removed a lot of dead code
#rb cedric.caillaud, vincent.robert, benn.gallagher, jaco.vandyk
#jira none
#okforgitbug public
#preflight 630450540061f895d002cf5d
#preflight 6307c7e71670d55ad5cfd33e
[CL 21570706 by Chris Caulfield in ue5-main branch]