- 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
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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]
Prior to this change, a single entry would needlessly multiply a pose with weight 1
#rb Jurre.deBaare,Timothy.Daoust
[CL 28662081 by thomas sarkanen in ue5-main branch]
Implemented ISPC versions of missing layered blend per bone hot paths.
Tweaked inlining and added ptr RESTRICT to various curve operations
Removed array copy in control rig node curve outputs
Increased inline alloc size of cached poses to reduce allocations
Removed refpose copies and allocations with linked anim graphs (these can be skipped now the bone containers are all centralized)
#rb Nicholas.Frechette,Jurre.deBaare
#tests Juno, NoMcp
[CL 28371404 by thomas sarkanen 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]
- Trace selected animation for ChooserPlayer node.
- Make debug bubbles in rewind debugger show all traced node properties, except Name.
- Make sequence player nodes display the current sequence in the debug bubble.
- Trace assets, such as Sequence or BlendSpace with the Key: Asset, and enable display of the Asset column in the AnimGraph rewind debugger details.
#rb Samuele.Rigamonti
[CL 28214450 by keith yerex in ue5-main branch]
#feature sequence evaluator node now exposes ExplicitFrame option, which internally combined with the set AnimSequence is used to generate a time-value (on which the behaviour is based)
#rb Thomas.Sarkanen
[CL 27627946 by jurre debaare in ue5-main branch]