Commit Graph

275 Commits

Author SHA1 Message Date
nick brett
d4e53c951f [UE][FEATURE] AnimDynamics node TRS Widget and Chain Body Editing:
+ Support for editing most geometric parameters (Joint Offsets, Box Extents, Collision Planes etc) with a TRS Widget.
+ Allow parameters to be edited for each individual physics body in a chain.
+ DEPRECATED some physics body properties, these are now held in an array, one instance per physics body.
+ Changed definition of LocalJointOffset - was joint position relative to physics body, now physics body position relative to joint
+ Fix for apparent bug in position constraints between chain bodies.
+ Added a new AnimDynamics Edit Mode to support new widget features.
+ Changes to details panel layout.

#rb [at]Benn.Gallagher, [at]Thomas.Sarkanen
[FYI] [at]charles.anderson
#preflight 61eec96daa3f15faa57b841f

#ROBOMERGE-OWNER: nick.brett
#ROBOMERGE-AUTHOR: nick.brett
#ROBOMERGE-SOURCE: CL 18721085 via CL 18721089 via CL 18721093 via CL 18724643 via CL 18724991
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18725005 by nick brett in ue5-main branch]
2022-01-25 12:55:32 -05:00
marc audy
6553e6cd0a Remove as much C++ deprecation as possible up to 4.17 (along with a few scattered removals from beyond)
#preflight 61eefc77ba69a4fdb220bf23

#ROBOMERGE-AUTHOR: marc.audy
#ROBOMERGE-SOURCE: CL 18712765 in //UE5/Release-5.0/... via CL 18712784 via CL 18713147
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18713191 by marc audy in ue5-main branch]
2022-01-24 15:07:48 -05:00
koray hagen
dd1c74b2a5 Fixed getter functions for the Sequence Player Library
#jira UE-139605
#rb aaron.cox, jose.villarroel
#preflight 61eb0e9145399e9f5040aa29

#ROBOMERGE-AUTHOR: koray.hagen
#ROBOMERGE-SOURCE: CL 18694698 in //UE5/Release-5.0/... via CL 18694793 via CL 18694807
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18694835 by koray hagen in ue5-main branch]
2022-01-21 15:23:50 -05:00
keith yerex
7492685d04 Lazy initialization of AnimNode_RigidBody - Memory saving optimization.
#rb Thomas.Sarkanen
#preflight 61eb033745399e9f503e5260

#ROBOMERGE-AUTHOR: keith.yerex
#ROBOMERGE-SOURCE: CL 18693092 in //UE5/Release-5.0/... via CL 18693260 via CL 18693425
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18693564 by keith yerex in ue5-main branch]
2022-01-21 14:26:07 -05:00
jose villarroel
7eba34b59b Added anim node function getter for accumulated time/current sequence for sequence evaluators
#jira none
[REVIEW] [at]Aaron.Cox
#preflight 61e83faeda16597a1f3b9ddc

#ROBOMERGE-AUTHOR: jose.villarroel
#ROBOMERGE-SOURCE: CL 18659388 in //UE5/Release-5.0/... via CL 18659401 via CL 18659426
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)

[CL 18659451 by jose villarroel in ue5-main branch]
2022-01-19 11:53:03 -05:00
jurre debaare
838e928cde Validate Attribute bone index typing / mapping
#jira UE-132455

Animaton attribute index remapping:
- Introduced FMeshAttributeContainer which stores the attributes according to FMeshPoseIndex
- Added FinalizeAttributeEvaluationResults to SkeletalMeshComponent - which remaps the evaluated compact-pose indexed attributes to mesh-indices
- Added CopyFrom template for different bone index types
- Updated CopyPoseFromMesh
   * Added SourceBoneToTarget as attributes are mapped from source to target vs target to source for Bones
- Ensure that attributes are only inserted during evaluation if its bone index is present in the required bones
- Added testing for remapping attributes
    * Remapping between LODs with removed bones
    * Remapping between Skeletal meshes with different skeleton hierarchies

#rb Thomas.Sarkanen
#preflight 61e8067e843acf1b2428c2be

#ROBOMERGE-OWNER: jurre.debaare
#ROBOMERGE-AUTHOR: jurre.debaare
#ROBOMERGE-SOURCE: CL 18657038 in //UE5/Release-5.0/... via CL 18657062 via CL 18657063
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)

[CL 18657069 by jurre debaare in ue5-main branch]
2022-01-19 07:57:49 -05:00
max chen
1751c784a3 Anim: Remove AnimInstance->Montage_Stop which is stopping all montages when unbinding from Sequencer. Sequencer already stores and restores the specific montages that need to be stopped in FStopPlayingMontageTokenProducer.
#jira UE-88590
#preflight 61e05bcb787db720a90db685
#rb thomas.sarkanen

#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 18647408 in //UE5/Release-5.0/... via CL 18649164 via CL 18649569
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)

[CL 18649886 by max chen in ue5-main branch]
2022-01-18 17:43:49 -05:00
evgenii babinets
5d54245736 Fixed a long stall that could occur with the deferred RBAN task. Migrated the task to the new UE5 task interface that will retract it from the task queue and run it inline if it doesn't get started by the time it's flushed next frame.
#rb jordan.cristiano, andriy.tylychko
[FYI] mickael.gilabert

#ROBOMERGE-AUTHOR: evgenii.babinets
#ROBOMERGE-SOURCE: CL 18600953 via CL 18600969 via CL 18600995 via CL 18601010 via CL 18613991 via CL 18614074 via CL 18614110
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)

[CL 18614126 by evgenii babinets in ue5-main branch]
2022-01-13 22:32:50 -05:00
thomas sarkanen
d21fdd3d20 Consolidate SoA into AoS in FAnimNode_BlendListBase
Savings ~1.4 MB peak in synthetic tests

#jira UE-138731 - Investigate memory savings in anim graph nodes
#rb Jurre.deBaare

#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18595351 via CL 18595366 via CL 18595374 via CL 18595692 via CL 18595725 via CL 18595751
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669)

[CL 18596746 by thomas sarkanen in ue5-main branch]
2022-01-13 10:12:43 -05:00
koray hagen
80e9665606 #jira UE-131665
#rb none
#trivial

Animation Warping tooltip/comment quality improvements and minor code cleanup.

#ROBOMERGE-AUTHOR: koray.hagen
#ROBOMERGE-SOURCE: CL 18377514 in //UE5/Release-5.0/... via CL 18377515
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE[STARSHIP]: UE5-Main

[CL 18377516 by koray hagen in ue5-release-engine-test branch]
2021-12-04 17:35:53 -05:00
jose villarroel
55b6426a6b Fix for blend masks not being added when adding input pins to the layered blend per bone node
#jira none
[at]Thomas.Sarkanen, [at]Koray.Hagen
#preflight 619e5a1eaa4521f9e7bb2592
#rnx

#ROBOMERGE-AUTHOR: jose.villarroel
#ROBOMERGE-SOURCE: CL 18326403 in //UE5/Release-5.0/... via CL 18326431
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18326457 by jose villarroel in ue5-release-engine-test branch]
2021-11-30 12:15:54 -05:00
jose villarroel
95dd318cea Added Animation State Machine Library for common helper functions used in anim node functions:
*Added IsStateBlendingIn/Out to library
#jira none
[at]Thomas.Sarkanen, [at]Koray.Hagen
#preflight 619eab6488439fccfeab1615

#ROBOMERGE-AUTHOR: jose.villarroel
#ROBOMERGE-SOURCE: CL 18326309 in //UE5/Release-5.0/... via CL 18326338
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18326360 by jose villarroel in ue5-release-engine-test branch]
2021-11-30 12:12:43 -05:00
danny chapman
d837949fa7 Fix for: Single Frame blendspace doesn't sample root motion
#rb thomas.sarkanen
#jira UE-120375
#preflight 619e4307aa4521f9e7b871dd

#ROBOMERGE-AUTHOR: danny.chapman
#ROBOMERGE-SOURCE: CL 18283189 in //UE5/Release-5.0/... via CL 18283206
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18283213 by danny chapman in ue5-release-engine-test branch]
2021-11-24 09:32:29 -05:00
thomas sarkanen
5ac0e390f5 Blend lists now only re-initialize children when weight is zero
This prevents re-initialization pops if a non-active child still has weight, and is consistent with state machines

#jira UE-96588 - GitHub 7249 : Added an option to AnimNode_BlendListByBase to Allow for Re-initialization only when active child's weight is zero
#7249
#preflight 619d1e3e974d7d57269201f0
#rb Jurre.deBaare

#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18280962 in //UE5/Release-5.0/... via CL 18280997
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18281042 by thomas sarkanen in ue5-release-engine-test branch]
2021-11-24 05:02:25 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
koray hagen
dc686f94eb Stride and Orientation Warping interface cleanup for UE5 Release
#jira UE-131667, UE-132489, UE-131666
#rb aaron.cox, braeden.shosa, cesar.castro
#preflight 61941dbbc80d0ce51aaee5ee

#ROBOMERGE-AUTHOR: koray.hagen
#ROBOMERGE-SOURCE: CL 18213783 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0

[CL 18213877 by koray hagen in ue5-release-engine-test branch]
2021-11-16 17:19:31 -05:00
timothy daoust
7892940082 Fixes for Mirror Node
- remove optimization that can introduce bugs in circumstances with identical joint counts but diferent indexes
  - added constant folding.

#rb thomas.sarkanen
#jira UE-133136
#preflight 618e9b59c83214302dd44368

#ROBOMERGE-AUTHOR: timothy.daoust
#ROBOMERGE-SOURCE: CL 18171394 in //UE5/Release-5.0/... via CL 18179777
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v894-18169371)
#ROBOMERGE[STARSHIP]: UE5-Main

[CL 18179861 by timothy daoust in ue5-release-engine-test branch]
2021-11-13 12:57:14 -05:00
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
aurel cordonnier
69fe095547 Merge from Release-Engine-Staging @ 17636544 to Release-Engine-Test
This represents UE4/Main @17638339 and Dev-PerfTest @17636504

[CL 17638842 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-27 19:54:25 -04:00
braeden shosa
52f0ab0c20 PoseSearch: New weighted metric for pose similarity
Scoring weights can now be specified at several levels of abstraction.
  Channel: Pose weight vs trajectory weight.
  Horizon: History weight vs prediction weight.
  Type: Weights per feature types, such as positions and velocities.

Weights are normalized at each of these levels. So ultimately the weights that
make up all channels of a weights group will sum to 1 (or zero if entirely disabled).

Several new concepts were introduced for this system that aren't fully
formalized. Channels aren't a concrete data type, but I'm imagining we'll head
in that direction where a Schema is made up of Channels which themselves contain
sampling paramters like time/distance offsets and what to sample. The weights
system sets itself up in such a way to effectively pretend channels exist.

Similarly, horizons aren't an explicit data type either and the weights system
pretends they sort of are for presenting this high level concept of past vs future
weight to the user.

I have removed the previous weighting system including per sequence weights.
This feature will be replaced by a grouping system for databases in the future.
Groups will be collections of sequences and a set of weights for that group.
This is why the WeightsContext contains an array of 1 group of weights-- it's
setup that way to vector the implementation toward groups.

Speaking of the WeightsContext, the motion matching node holds onto one and
updates it every frame. This is in order to support changing weights at
runtime. There are a set of dynamic weight parameters that can be used to scale
the weights of all weight groups within a database. The WeightsContext tracks
the prior dynamic weight params and knows if the weights buffer needs to be
recomputed or not. So most of the time, updating the WeightsContext is a no-op.
In the future we'll need to add support for interpolating changes to dynamic
weights to avoid abrupt scoring changes.

#preflight 614452dd568b3a00013ee9cb
#rb cesar.castro
#jira none

#ROBOMERGE-AUTHOR: braeden.shosa
#ROBOMERGE-SOURCE: CL 17555406 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17555422 by braeden shosa in ue5-release-engine-test branch]
2021-09-17 14:12:00 -04:00
aaron cox
e3f123688b Animation Locomotion Library: Common techniques for driving locomotion based character animation.
Included features in this changelist:
 * Capture a snapshot of common movement properties (velocity, speed, etc) that are used to drive animation
 * Character movement component for stop/pivot location
 * Library of anim node functions for Distance Matching
 * Template anim node that can advance by distance traveled rather than by time
 * Template anim node that's driven by distance to a target rather than by time
 * Animation modifier that generates distance curves based on root motion
 * Turn in place functionality for keeping the capsule from spinning the pose when it rotates by applying an offset, includes functionality for turn on spot animations to compenstate for the offset

#preflight 61446e46599fd80001c250e2
[at]Koray.Hagen, [at]Thomas.Sarkanen, [at]Fernando.Coello
[FYI] Laurent.Delayen

#ROBOMERGE-AUTHOR: aaron.cox
#ROBOMERGE-SOURCE: CL 17551436 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17551464 by aaron cox in ue5-release-engine-test branch]
2021-09-17 09:44:41 -04:00
koray hagen
7952f73fdc #preflight 6143ef4681695600011c49a8
#rb braeden.shosa, aaron.cox, cesar.castro
#jira none

Motion Trajectory Component for Motion Matching:

Motion Trajectory Component notes:
1) Abstract component/interface implemented with prediction and history API.
2) Implemented uniform, frame-rate independent history sampling algorithm for retaining trajectory sample coherence.
3) Implemented concrete Character Movement Trajectory Component for encapsulating ground locomotion prediction algorithm and API.
4) Motion Trajectory blueprint library containing:
5) FlattenTrajectory2D algorithm for isolating and removing Z axis direction contribution from tracjectory.
6) ClampTrajectoryDirection for projecting trajectory samples into a discrete, allowed set of directions (such as cardinal).

Engine changes:
1) Implemented shared TrajectorySample, Range, and Domain structures for common usage among Motion Trajectory, Pose Search, and Blueprint.
2) Expanded Sequence Player blueprint library functionality for Scripted Motion Matching content example.

Pose Search changes:
1) Match Pose renamed to Pose History with minor configuration parameters.
2) Complete removal of approximated past trajectory sampling. This has now been pushed to the Motion Trajectory Component.
3) Motion Matching interface changes: Goal has been replaced with Trajectory and Dynamic Play Rate Adjustment has been encapsulated to an experimental code module and blueprint library. New defaults, and encapsulating settings.
4) Motion Matching changes: New Pose Search blueprint library which encapsulates core Motion Matching algorithm.
5) Unified Trajectory to Pose Feature Vector transformation algorithms.
6) Removal of temporary Pose Search Prediction blueprint library (now Dynamic Play Rate).
7) End-to-end implementation support for Past/Future Time and Distance domain schemas.

AnimInput changes:
1) Removal of AnimInput_CapsulePrediction (replaced with Motion Trajectory Component).

Gameplay Anim Gym changes:
1) Pose search database is now fully distance-based (history and future).
2) Character blueprint includes Character Movement Trajectory Component with distance-based domain setup.
3) Scripted Motion Matching anim node function prototype with Engine content example.
#preflight 6143ef4681695600011c49a8

#ROBOMERGE-AUTHOR: koray.hagen
#ROBOMERGE-SOURCE: CL 17547347 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17547352 by koray hagen in ue5-release-engine-test branch]
2021-09-16 22:34:27 -04:00
thomas sarkanen
8866bf02ae Fixed ensure/crash when using details panel to edit multi way blend weights
#jira UE-122147 - Ensure/Crash: Anim graph multi blend
#rb Jurre.deBaare

#ROBOMERGE-SOURCE: CL 17367747 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17367749 by thomas sarkanen in ue5-release-engine-test branch]
2021-08-31 09:57:33 -04:00
thomas sarkanen
4bed39e4c1 Skeletal control BP function library
Also fixes type conversions (first time I have tried to convert to a base class and found that my IsChildOf check was the wrong way around).
Plus some extra accessors added for exec/update contexts.
Found the need for these when doing show & tell prep.

#rb Jurre.deBaare

#ROBOMERGE-SOURCE: CL 17367354 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17367419 by thomas sarkanen in ue5-release-engine-test branch]
2021-08-31 09:33:17 -04:00
max whitehead
d76a1dee6a Convert FParallelAnimationEvaluationTask to use taskgraph completion event for rigid body animation node.
Fixes anim task blocking on RB sim task and doing 0 work, now taskgraph schedules work and doesn't lock up extra threads.
#jira UE-120634
#rb chris.caulfield

#ROBOMERGE-SOURCE: CL 17083918 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)

[CL 17083927 by max whitehead in ue5-release-engine-test branch]
2021-08-06 11:56:30 -04:00