Nested property validity filter (checking to see if an entry in the menu has compatible sub-menus) is now performed for functions.
Prevented UObject types from being bound to unrelated types via the menu (now does a IsChildOf check - previously you could attempt to bind a UAnimSequence to an AActor!)
Display 'display name' for script properties/functions (also use ScriptName for native ones if available).
#jira UE-126829 - Property Access with UStructs has different "compatibility" visibility than other types
#jira UE-125003 - Unable to Access Transform on Character Member via Property Access
#jira UE-132802 - Property Access shows mangled names for Blueprint-defined struct members
#rb Jurre.deBaare
#preflight 61ea79adf1438e8a4b1c71d2
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18687397 in //UE5/Release-5.0/... via CL 18687402 via CL 18687407
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v902-18672795)
[CL 18687412 by thomas sarkanen in ue5-main branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
"Call function" anim node:
- Adds the ability to call functions at different points in the anim graph execution (and under different conditions, e.g. when a branch has started blending in). Only thread-safe functions are allowed to be called.
- Adds a thread-safe override point BlueprintThreadSafeUpdateAnimation, called on worker threads for the main instance and for linked instances when they are relevant in the graph (only one call per frame for linked layer instances).
Subsystems:
- Added new override points pre/post event graph(s) (moved override point for worker thread work to around the thread safe update function call).
Improves property access integration:
- Property access now shows (and allows the user to override) the call site of accesses. This is to allow users to see when their property access calls will be made, hopefully making its use less confusing for power users.
- Tweaked UX for property access nodes and dropdowns.
- Anim node pins now have property access bindings in-line on the pin.
Also adds the abilility for the anim graph to opt-in (via a config flag) to more stringent thread safety checks. Disabled by default for now as this requires content fixup.
#jira UE-115745 - Anim Blueprint Encapsulation
#rb Jurre.deBaare
[CL 16434092 by Thomas Sarkanen in ue5-main branch]
Per-node constant data is now held on a generated struct as part of sparse class data.
Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class.
The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements.
Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data.
Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants.
Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link.
Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future.
Moved property access into Engine module & removed event support from it - this was never used.
Reworked property access compilation API a little - construction/lifetime was a bit confusing previously.
Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few.
Patched the following nodes to use the new data approach:
- Asset players (sequences, blendspaces, aim offsets)
- Blend lists
- Ref poses
- Roots
#rb Jurre.deBaare, Martin.Wilson, Keith.Yerex
[CL 16090510 by Thomas Sarkanen in ue5-main branch]
Per-node constant data is now held on a generated struct as part of sparse class data.
Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class.
The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements.
Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data.
Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants.
Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link.
Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future.
Moved property access into Engine module & removed event support from it - this was never used.
Includes a thread-safety fix for 4.26 that hasnt made it over to 5.0 yet.
Reworked property access compilation API a little - construction/lifetime was a bit confusing previously.
Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few.
Patched the following nodes to use the new data approach:
- Asset players (sequences, blendspaces, aim offsets)
- Blend lists
- Ref poses
- Roots
#rb Jurre.deBaare, Martin.Wilson, Keith.Yerex
[CL 16071104 by Thomas Sarkanen in ue5-main branch]
Previously there was no checking to see whether a variable that was created actually exists already, which could cause collisions.
Also fixed issue where connecting to a wildcard pin would mean that the output pin always stayed a wildcard.
#jira UE-103473 - Assert using Property Access pitch and yaw AimRotationDelta float variables for AimOffset
#jira UE-103470 - AnimBP Property Access node compile error accessing different variable types
#rb Jurre.deBaare
#ROBOMERGE-SOURCE: CL 15406686 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15406701 by thomas sarkanen in ue5-main branch]
- Moved various things from "Programming" and "Blueprints" to more domain-specific categories
- Merged "Media" and "Movie Players" into "Media Players"
- Merged "Automation" into "Testing"
- Merged "Widgets" and "Web" into "UI"
etc...
[FYI] brooke.hubert
#jira UE-106862
#ROBOMERGE-SOURCE: CL 15390321 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15390329 by michael noland in ue5-main branch]
Removed direct access to currently compiling BP class to restrict unguarded mutation.
Const-corrected various accessors and overrides.
Moved UObject-based compiler subsystems to 'handlers' and removed UObject dependency.
Moved from set of virtual functions on subsystems/handlers to a restricted set of contexts passed to specific multicast delegates that handlers subscribe to.
Removed anim class subsystems.
Moved property access code to engine module (editor code is still in a plugin).
Fixed nativized builds where anim BPs have nativized/non-nativized classes in the hierarchy
#rb Dan.OConnor
#jira none
[CL 14278258 by Thomas Sarkanen in ue5-main branch]