Commit Graph

36 Commits

Author SHA1 Message Date
Josie Yang
6b15506e58 Replace direct access to SkeletalMesh object from USkinnedMeshComponent with GetSkeletalMesh function
#rb kriss.gossart
#preflight 62aafc9ada0af39a4783930a

[CL 20686007 by Josie Yang in ue5-main branch]
2022-06-16 09:14:04 -04:00
michael noland
e132a8476e Animation: CopyPoseFromMesh and RetargetPoseFromMesh will now walk up the attach parent hierarchy to the parent mesh component when using bUseAttachedParent instead of only checking the immediate parent, which fixes issues when the owning actor is attached via, e.g., a child actor component
#jira UE-143947
#rb marc.audy
#preflight 621982be42189ae62269b48d
#lockdown julien.marchand

#ROBOMERGE-OWNER: michael.noland
#ROBOMERGE-AUTHOR: michael.noland
#ROBOMERGE-SOURCE: CL 19162668 in //UE5/Release-5.0/... via CL 19162967
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19163001 by michael noland in ue5-main branch]
2022-02-25 22:00:29 -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
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
aurel cordonnier
7f517562d5 Merge from Release-Engine-Staging @ 17438845 to Release-Engine-Test
This represents UE4/Main @17430120 and Dev-PerfTest @17437669

[CL 17439044 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-06 12:23:53 -04:00
Jurre deBaare
2c933f4825 New Animation Attributes system, replacing Custom Attributes:
+ Attribute structures to UAnimDataModel
    * These are sampled/copied into AnimSequence whenever they change
+ Attribute related Notifies and Payloads
+ Controller API and Actions for Attribute related behaviour
+ Type traits (TAttributeTypeTraitsBase) to determine support functionality for user-defined attribute types
+ TAttributeContainer equivalent to TCustomAttributes, used for keeping track of attributes at runtime in a TMap similar fashion
    * Has two exported specializations FStack/Heap-AttributeContainer
+ IAttributeBlendOperator interface used for Attribute related operations in Anim graph
    * Allows for user-defined blending behaviour for their associated types
+ TAttributeBlendOperator providing out-of-the-box blending behaviour for user-defined types
+ FAttributeBlendData helper structure, this encapsulates and abstracts the blend / attribute operations
    * Exposes two iterators, allowing BlendOperator to loop through (type) overlapping Attributes and unique attributes
+ Float/Integer/String Animation Attribute structures used to support legacy TVariant CustomAttribute data types
+ Transform animation attribute structure to add support for single-FTransform based attributes
+ FAnimationAttributeIdentifier identifier used to reference an attribute in a script-friendly manor
+ AttributeTypes static API for registering Attribute types
+ FAttributeCurve providing a curve-type with an Attribute type as its underlying key-value
+ TWrappedAttribute helper structure to wrap end template operate on raw memory (TArray buffer)
+ Added tests for
    * Attribute related controller functionality and actions
    * Attribute curve key reduction
    * Evaluating attributes from AnimSequence
    * Attribute operations (blend, accumulate etc)
    * Functional testing for blendspace attribute evaluation and blending

* Changed default attribute blend type to Blend vs Override
* Updated FBX import/export paths to handle and use new Attribute data structures
* Attribute data is now incorporated into animation source data DDC key
* Deprecated Custom Attributes stored on AnimSequence get converted into their equivalent Attribute structures
* Deprecated all previous CustomAttribute structures, APIs and files
* Corrected some comments in UAnimDataController.h
* Updated existing custom attribute tests to adhere to new blend expectations/behaviour
* Updated AnimSequence resize tests to also incorporate an attribute curve
* Changed layered bone blend to use .5 blend weight vs 1.0 to cover more behaviour
* Added transform attribute used to compare against bone transform during pre-existing functional testing (blended only)

- Deleted CustomAttributes details customization

#rb Thomas.Sarkanen
#fyi kiaran.ritchie, koray.hagen, timothy.daoust

[CL 15568420 by Jurre deBaare in ue5-main branch]
2021-03-02 09:04:09 -04:00
Alexis Matte
73d83c6a38 To protect the skeletalmesh when using async operations like build or re-import we deprecate all public member variables of USkeletalMesh class and create the necessary getter and setter. Those member will stay public but will be move to private in a future release.
Adding a public member to USkeletalMesh class is now prohibed since it can break asynchronous operations that will be added next to this submit.

#rb danny.couture
#jira UEENT-3936
#rnx

[CL 14812920 by Alexis Matte in ue5-main branch]
2020-11-25 11:17:08 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
Robert Manuszewski
7b6f840f7f Copying //UE4/Dev-Core @ 10708550 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 10708666 by Robert Manuszewski in Main branch]
2019-12-13 11:07:03 -05:00
Marc Audy
8df336162c Copying //UE4/Dev-Anim to Dev-Main (//UE4/Dev-Main) @ 8782600
#rb
#rnx

[CL 8783278 by Marc Audy in Main branch]
2019-09-17 19:12:19 -04:00
helge mathee
a6a2a333c0 Final copy-up for Control Rig Task Stream.
Merging using Fortnite_Main<->Fortnite_ControlRig

#rb none


#ROBOMERGE-OWNER: helge.mathee
#ROBOMERGE-AUTHOR: helge.mathee
#ROBOMERGE-SOURCE: CL 7321580 via CL 7323175
#ROBOMERGE-BOT: (v371-7306989)

[CL 7323351 by helge mathee in Main branch]
2019-07-16 11:49:59 -04:00
aaron cox
3618478716 Reinitialize the Copy Pose From Mesh node when the target mesh changes.
Fixes animation pose breaking when dynamically changing between skeletal meshes that use the same animbp but have a different number of bones.
[CODEREVIEW] Laurent.Delayen, Lina.Halper


#ROBOMERGE-SOURCE: CL 6938273 via CL 6938276 via CL 6938281 via CL 6938283 via CL 6943622
#ROBOMERGE-BOT: (v366-6836689)

[CL 6946612 by aaron cox in Main branch]
2019-06-11 22:52:01 -04:00
lina halper
99bdf1f381 Add more log w.r.t. skeleton crash from copy pose and change to ensure
#jira: FORT-160974
#rb: Laurent.Delayen


#ROBOMERGE-SOURCE: CL 6151477 via CL 6151490 via CL 6155798

[CL 6177837 by lina halper in Main branch]
2019-04-30 12:13:28 -04:00
lina halper
c4ea32533e Speculated fix w.r.t. copy pose node
- where it seems the reference contains invalid skeleton
- refSkeleton access seems violated
- copied Jaren's fix w.r.t. evaluation crash due to setting different AnimBP in the middle of evaluation

#code review: Thomas.Sarkanen
#jira: FORT-160974, FORT-149957


#ROBOMERGE-SOURCE: CL 5672339 via CL 5675808

[CL 5675866 by lina halper in Main branch]
2019-04-01 18:07:21 -04:00
thomas sarkanen
7a50ab7f6c Making copy pose thread-safe
Moved the work to acquire the bone transforms to PreUpdate on the game thread.
Supported master-pose by checking whether what we are copying is running master-pose (this potentially fixes issues where character heads/hats can detach).
Profiled, this averages ~8us on console per call, so not too bad.

#rb Lina.Halper
[FYI] Lina.Halper


#ROBOMERGE-SOURCE: CL 4691593

[CL 4692711 by thomas sarkanen in Main branch]
2019-01-09 11:34:37 -05:00
thomas sarkanen
05e9d6f132 Back out changelist 4688737
Just in case - found a potential regression with the editor after this went in.

#rb none


#ROBOMERGE-SOURCE: CL 4688910

[CL 4689070 by thomas sarkanen in Main branch]
2019-01-08 12:36:23 -05:00
thomas sarkanen
e0770494a9 Making copy pose thread-safe
Moved the work to acquire the bone transforms to PreUpdate on the game thread.
Supported master-pose by checking whether what we are copying is running master-pose (this potentially fixes issues where character heads/hats can detach).
Profiled, this averages ~8us on console per call, so not too bad.

#rb Lina.Halper


#ROBOMERGE-SOURCE: CL 4688737

[CL 4689055 by thomas sarkanen in Main branch]
2019-01-08 12:36:03 -05:00
Marc Audy
ab108c215e Copying to Dev-Main @ CL# 4688301
#rb
#rnx

[CL 4688816 by Marc Audy in Main branch]
2019-01-08 11:38:48 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Ben Marsh
ea340d3fbf Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main)
#rb none
#lockdown Nick.Penwarden

[CL 4567513 by Ben Marsh in Main branch]
2018-11-14 19:05:13 -05:00
Thomas Sarkanen
d74610993f Fix incorrect interpolations when using URO and CopyPoseFromMesh
This ensures that CopyPoseFromMesh uses the correct target pose to inteprolate to, rather than the already-interpolated output pose.

#jira UE-62588 - URO is incompatible with CopyPoseFromMesh in certain circumstances
#rb Jurre.DeBaare

[CL 4325358 by Thomas Sarkanen in Dev-Anim branch]
2018-08-29 04:30:15 -04:00
Marc Audy
d90da4ab1a Merge to Dev-Main for 4.20 @ 4090813
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4091081 by Marc Audy in Main branch]
2018-05-23 21:04:31 -04:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Thomas Sarkanen
5b5e160f6d Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3780324)
#lockdown Nick.Penwarden
#rb none
#rnx

============================
  MAJOR FEATURES & CHANGES
============================

Change 3760710 by Thomas.Sarkanen

	Fix crash deleting primitives in PhAT

	Crash in tooltip generation for shapes. Tree items still exist in the frame before the tree gets regenerated (as the widget defers their destruction a frame), so they can end up pointing at out of date data.

	#jira UE-52404 - Crash deleting bodies

	#tests deleted primitives in PhAT

Change 3760798 by Martin.Wilson

	Initialize PosesToEvaluate so that we don't get stale data crashes after reinitializing

	#Jira UE-52343

Change 3761312 by Martin.Wilson

	Fix for infrequent crash on module start up

Change 3761333 by Danny.Bouimad

	Fixed the Cable actor test correctly, shouldn't fail on cooked platforms any more!

Change 3761550 by Aaron.McLeran

	Engine changes requested by oculus for spatializer interface

Change 3761728 by Martin.Wilson

	Fix crash when undoing a change on a skeletal mesh that uses virtual bones

	#Jira UE-52475

Change 3762032 by Ethan.Geller

	#jira UE-49076 Implement PR for VOIP bug fix on Mac

Change 3762109 by Aaron.McLeran

	Enabling bAllowAnyoneToDestroyMe on audio components

Change 3762125 by Aaron.McLeran

	Checking in missing file

Change 3762568 by Aaron.McLeran

	Fixing ogg vorbis 5.1 channel ordering channel maps in audio mixer

	Fix is to create separate 5.1 channel maps for various output channel counts and pull those channel maps if the source file was decoded from vorbis. This pattern is copied from old xaudio2source code which handles 5.1 channel mapping seperately. Alternative solution would be to swizzle vorbis channels during cook, but this would break backward compatibility. We'll consider that solution in the future once we remove the old audio engine code.

Change 3762571 by Aaron.McLeran

	Adding multichannel file support.

	- Spoofing the multi-channel file importer tool by allowing a single multichannel file to generate data in the same way
	- Moved the wave serializer code from audio capture plugin to audio.h/.cpp for general use

Change 3762626 by Aaron.McLeran

	Adding ability to automatically tag ambisonics files.

Change 3762627 by Aaron.McLeran

	Fixing up source buses to be more useful

	- Added pre and post source effect bus sends types.
	- Adjusted where in the source generation pipeline distance-based filtering is applied to a source. Source audio is sent to source buses immediately after source effect chain generation and before per-source distance-based filters are applied and distance attenuation.

Change 3762652 by Aaron.McLeran

	Fix for device hot swap

Change 3762725 by Ethan.Geller

	Fixing multichannel indices so that it matches the multichannel cook

Change 3762738 by Ethan.Geller

	Add ambisonics plugin support

Change 3762739 by Ethan.Geller

	Updating oculus audio plugin

	- Base implementation by Peter Sterling at Oculus
	- Ambisonics decoding using Oculus API implemented by Ethan

Change 3763687 by Martin.Wilson

	Fix bug in GUID customization that leaves editor in an active transaction + Expose core property set code so other guid customizations can reuse it

	#Jira UE-52510

Change 3764412 by Ethan.Geller

	Fix the incremental build, pt 2

Change 3764721 by Ethan.Geller

	Fix the build, take 3

Change 3764767 by Martin.Wilson

	Rebuild array children properties when an item is added. Solves missing item crash if the user immediately tries to set the value of the new item

	#Jira UE-52537

Change 3764845 by Aaron.McLeran

	Making audio devices call flush after update and before endplay is called to ensure flush is called on audio devices.

	Prevents hang on releasing sound wave procedural references in GC.

Change 3766047 by Thomas.Sarkanen

	Pinnable command list widget

	Added a new "pinnable command list" widget. Shift-clicking a menu option in either the skeleton tree filter or the viewport menus will 'pin' the command outside of the menu. This allows for easier access to commands that are frequently used.

	Minor Slate change - added virtual(s) to FUICommandList so commands can be forwarded when executed.

	#jira UE-51807 - Add 'quick filter' and visualization toggles UI to PhAT

Change 3766111 by Thomas.Sarkanen

	CIS fix

Change 3766273 by Lina.Halper

	Rename PostBlendPhysics to FinalizeAnimationUpdate

Change 3768507 by Thomas.Sarkanen

	CIS fix

Change 3768637 by James.Golding

	Add 'GetSectionFromProceduralMesh' util function
	#jira UE-49262

Change 3768649 by Lina.Halper

	Moved the automation test to tests folder

	#jira:UE-46250

Change 3768675 by Benn.Gallagher

	Fixed incorrect deprecated angular velocity accessor.

Change 3768776 by Benn.Gallagher

	Fix for skeletal mesh editor crash importing more than 5 LODs

	#jira UE-52263

Change 3768804 by Martin.Wilson

	Live Link Virtual subjects
	Virtuals subjects are created within the client and contain the bones of multiple real subjects

Change 3768874 by Martin.Wilson

	UAnimSequenceBase is now entirely exported with ENGINE_API

	#Jira UE-48020

Change 3769318 by Lina.Halper

	- Animation system owns previous bone transform with revision number, so that it can send to renderer when render recreated.
	- Framenumber still exists because clothing system uses it, and I'm planning to talk to Benn  about it next week when he comes back

	#jira: UEAP-272

Change 3769714 by Lina.Halper

	Fix CIS

Change 3770672 by James.Golding

	Expose API for changing 'Use CCD' flag at runtime
	#jira UE-50332

Change 3770675 by James.Golding

	Add test map for 'Set Use CCD' function

Change 3770711 by Thomas.Sarkanen

	Multi viewports and bone-locked cameras in animation editor viewports

	All animation-related editors now have the ability to open up to 4 seperate viewports onto the same scene, each with their own settings.
	Fixed up bounds following to actually work correctly (now follows without lag).
	Added the ability to follow (and orbit) a specified bone as well.

	#jira UE-47127 - Add the Ability to Open Multiple Viewports on the Same Scene.
	#jira UE-49690 - "Camera Follow" in Persona Editor cannot be enabled

Change 3770786 by Lina.Halper

	Support curve in copy pose node

	#jira: UE-50182

Change 3770943 by James.Golding

	Fix 'NODEBUG' option for PVD CONNECT console command (should only send profile data)
	Fix from Kier at NVIDIA

	#jira UE-52444

Change 3771145 by Benn.Gallagher

	Added ability to control whether or not a post process instance runs on a skeletal mesh component. Exposed both to blueprints and anim editor suite

	#jira UE-49747

Change 3772262 by Benn.Gallagher

	Defaulted the clothing create menu to use the skeletal mesh physics asset

	#jira UE-51607

Change 3772389 by Thomas.Sarkanen

	Added a keyboard shortcut to toggle between body and constraint selection

	Shortcut is Ctrl+T by default.

	#jira UE-51804 - Add a quick switch between selected constraints and bodies

Change 3772393 by Thomas.Sarkanen

	Constraints are now displayed only once in the physics asset editor tree view

	User constraints are still displayed twice, however.

	#jira UE-51808 - Constraints in PhAT should only be displayed once in the tree

Change 3772404 by James.Golding

	Fix Modify Curve AnimNode not calling CacheBones on source pose
	#jira UE-52129

Change 3772418 by Benn.Gallagher

	Allowed clothing visualizations to be enabled while clothing paint mode is active.
	Fixed crash attempting to visualize backstops when the clothing data has no backstops.
	#jira UE-47042

Change 3772964 by Thomas.Sarkanen

	Expose sequence recording settings in Persona editors

	Added layout extender to Persona module, so external tabs can now be added to all Persona-based editors easily.
	Added a structure details view to edit the default animation settings.
	Hooked default animation settings up to Persona animation recording.

	#jira UE-48416 - Set Frame Rate and Length of Recordings in Persona in Editor

Change 3772967 by Martin.Wilson

	Add NativeBeginPlay function to AnimInstance

	#jira UE-51351

	PR #4135: Add NativeBeginPlay to AnimInstance (Contributed by Vaei)

Change 3772986 by Thomas.Sarkanen

	Added "Show Only Selected Constraints" to the physics asset editor

	#jira UE-51805 - Add 'show only selected constraints' option to PhAT

Change 3773012 by Benn.Gallagher

	Added facility to debug skel mesh component to extend the viewport text seen in skeletal mesh editor and added lines for current cloth value

	#jira UE-42354

Change 3773132 by Martin.Wilson

	Added Uncheck all unconnected pins for BreakStruct nodes

	#jira UE-51136

	PR #4110: Uncheck all unconnected pins from BreakStruct node... (Contributed by projectgheist)

Change 3773158 by Benn.Gallagher

	Added auto-range feature to cloth view ranges, and a way for tools to extend those ranges when necessary

	#jira UE-48109

Change 3773895 by Jurre.deBaare

	Move material baking out of experimental
	#fix Removed experimental settings gating around Material Baking functionality
	#jira UE-52685

Change 3773898 by Jurre.deBaare

	Change log message wording when Simplygon fails to initialise to ensure it does not block CIS (error triggers a CIS error and will halt the build)

Change 3773899 by Jurre.deBaare

	Add keybind for switching between paint / erase color while mesh painting
	#fix Added new command for switching fore and background colors in the mesh painter (defaults to X as shortcut)
	#jira UE-52197

Change 3773900 by Jurre.deBaare

	Hotkey to enable and disable post processing in the preview scene settings
	#fix Added hotkey and command for toggling Post Processing in Preview Scenes
	#jira UE-48111

Change 3773933 by Martin.Wilson

	Add missing file (for live link monolithic build failure)

Change 3773949 by Jurre.deBaare

	Right click add selected to HLOD cluster / create cluster
	#fix Partially implemented the request, added context menu to HLOD level nodes in the HLOD outliner treeview to allow creating a new cluster from the current level viewport selection
	#jira UE-48334

Change 3773950 by Jurre.deBaare

	HLOD cluster drawing should not use AHLODSelectionActor but regular in-viewport drawing
	#fix removed old behaviour using a spawned actor to represent a selected HLOD cluster, and replaced it will simple debug drawing (this is a lot less bug prone and much cleaner)
	#jira UE-49094

Change 3773964 by James.Golding

	Mark FBodyInstance::ResponseToChannels_DEPRECATED as 'WITH_EDITORONLY_DATA'
	#jira UE-52545

Change 3773978 by Thomas.Sarkanen

	Allow edits to physics sim options to be undone/redone

	Added RF_Transactional to the object

	#jira UE-48046 - Undo/redo does not work in Physics Asset Editor's Physics/Details menu

Change 3773982 by Martin.Wilson

	Add pre and post conversion callbacks to root motion conversion in character movement component

	#jira UE-51966

Change 3773988 by Thomas.Sarkanen

	Duplicating CL 3773896 from Fortnite:

	Push non-rendered anim updates back onto the worker thread

	Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).

	#jira UE-46710 - Animation updates run on the main thread when Evaluation task doesnt run

Change 3773999 by Martin.Wilson

	Fix incorrect merge

Change 3774030 by Thomas.Sarkanen

	Renamed "Create Joints" to "Create Constraints"

	#jira UE-50861 - New Physics Asset window reads "Joints" instead of "Constraint"

Change 3774031 by Thomas.Sarkanen

	Fixed typo in comment

	#jira UE-50841 - Typo in Vertex Weighting Type setting when creating new Physics Asset

Change 3774200 by Lina.Halper

	Fix crash with empty element in the constraint setup

	#jira: UE-52686

Change 3774236 by Ori.Cohen

	Fix crash when destructible component doesn't mark its killed actors as IgnoreActiveActors

	#jira UE-52320

Change 3774284 by James.Golding

	Fix constructor order CIS error in AudioMicerSubmix.cpp

Change 3774511 by James.Golding

	Fix up removed RevisionNumber param

Change 3774724 by Lina.Halper

	Fix of motion blur change of previous bone transform

Change 3775493 by Thomas.Sarkanen

	Duplicating CL 3775488 from Fortnite:

	Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks

	#jira FORT-61157 - Run anim update on worker, even if not visible

Change 3775508 by James.Golding

	Fix compilation without PhysX, move DeferredReleaseCallback outside WITH_PHYSX block

Change 3775538 by James.Golding

	Fix Mac CIS due to missing virtual destructor in IDeferredReleaseCallback

Change 3775921 by Ori.Cohen

	Better fix for destructible crash (also fix CIS)

	#jira UE-52762

Change 3776054 by Benn.Gallagher

	Fixed crash deleting max distance mask from a clothing data entry.

	#jira UE-52723

Change 3776063 by Thomas.Sarkanen

	Fix static analysis warning

Change 3776331 by Jurre.deBaare

	Hierarchical LOD Outliner scrollbar doesn't appear
	#fix removed AutoHeight from parent vertical box around HLOD outliner details view
	#jira UE-52756

Change 3776704 by Martin.Wilson

	Fix array properties not always refreshing when new items are added

	#UE-52760

Change 3776755 by Thomas.Sarkanen

	Duplicating CL 3776656 from Fortnite:

	Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components

	This was causing AIs to get stuck in montage playback in some circumstances

	#jira FORT-61324, FORT-60558

Change 3777385 by Aaron.McLeran

	#jira UE-52786 Fix for broken spatialization on xaudio2, old audio engine.

Change 3778233 by Lina.Halper

	Removed android from oculus audio platform

Change 3778714 by Ethan.Geller

	#jira UE-52818 remove Android from Oculus Audio platforms

Change 3779004 by Lina.Halper

	Include "Features/IModularFeatures.h" to cpp

	Fix build error

Change 3780324 by Thomas.Sarkanen

	Duplicating CL 3778679 from Fortnite-Main:

	Fix 100% Linux server crash - dont attempt to run threaded work in a single-threaded environment

	We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.

	#jira FORT-61548

Change 3763999 by Ethan.Geller

	remove space from ambisonics mixer name, fix build

Change 3774470 by James.Golding

	Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ 3774039

[CL 3780967 by Thomas Sarkanen in Main branch]
2017-11-30 12:07:08 -05:00