- Added p.AnimDynamics.ComponentAppliedLinearAccClampOverride CVar to override the clamp on the component linear acceleration applied to AnimDynamics simulation for all assets.
- Added p.AnimDynamics.GravityScale Cvar to set a gravity scale that is applied to the default gravity and the gravity override vector.
- Prior to this change, when the sim space was set to World, the gravity override vector was only applied on init. Now it will now be applied every update with any sim space setting.
[REVIEW] [at]Benn.Gallagher
[FYI] [at]Charles.Anderson
[CL 29146184 by nick brett in ue5-main branch]
A few days ago I've added runtime switching for the override physics assets by exposing the override physics assets as a pin. To align better with the pattern we use with larger objects, I've now changed that to a function library.
#changelist validated
#virtualized
[CL 29127203 by benjamin jillich in ue5-main branch]
[FYI] benjamin.jillich
Original CL Desc
-----------------------------------------------------------------
Runtime switching override physics assets on rigid body animation node using function library
A few days ago I've added runtime switching for the override physics assets by exposing the override physics assets as a pin. To align better with the pattern we use with larger objects, I've now changed that to a function library.
[CL 29110798 by stan hormell in ue5-main branch]
A few days ago I've added runtime switching for the override physics assets by exposing the override physics assets as a pin. To align better with the pattern we use with larger objects, I've now changed that to a function library.
[CL 29083014 by benjamin jillich in ue5-main branch]
Slack thread with more info
https://epicgames.slack.com/archives/C045B1XPYTA/p1698083710894179
NOTE: Tested w/ full Durian run (PIE) in DEV-FN-27 with changes applied locally
[FYI] Chris.Caulfield, Charles.Anderson
#rnx
[CL 29077898 by dan kaufman in ue5-main branch]
[FYI] Nicholas.Frechette
Original CL Desc
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Explicitly disable inlining with clang of specific functions to save stack space in hot recursive function
#rb John.Huelin
[CL 28992766 by stan hormell in ue5-main branch]
* Detects changes on the physics override asset in case it gets piped in as a pin and re-initializes physics along with the bone references.
* Added a new property to control if the physics asset shall be defaulted to the one set to the skeletal mesh in case the overwrite physics asset is not specified. Default is true to ensure behavior doesn't change.
[CL 28873907 by benjamin jillich in ue5-main branch]
- This can be used to force deferred simulation on or off for all RBAN
#rb [at]chris.caulfield
[FYI] [at]Ryan.Wiederkehr, [at]Charles.Anderson
[CL 28268650 by nick brett in ue5-main branch]
- Fixes bug (introduced in CL-25315823) where Kinematic bodies included in an RBAN simuation to represent cloth colliders or world space objects fail to collide with other bodies because their bounding boxes are not updated after calls to FActorHandle::SetWorldTransform.
[REVIEW] [at]Chris.Caulfield
#rnx
[CL 26428233 by nick brett in ue5-main branch]
- Check for the the presence of collider assets in PreUpdate rather than InitPhysics as the bodies are not always present by the time InitPhysics is called. This mimics the behaviour of the cloth system.
#rb [at]Chris.Caulfield
#rnx
[CL 26288712 by nick brett in ue5-main branch]
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]