Made some minor changes in USkeleton to accommodate this fix:
- USkeleton::AddCurveMetaData now adds a metadata object to the skeleton if one doesn't exist already.
- Did some slight refactoring so that the UAnimCurveMetaData is only created in one function.
#rb Thomas.Sarkanen
#jira none
#preflight 6400bbcfc13b7130d2603ab5
[CL 24482076 by henry falconer 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]
- Implement remapping of BoneTrackIndices for PoseAssets between Skeletons, to support evaluating them with _remapping only_ skeletons
#rb Thomas.Sarkanen
#preflight 63ca6d53e31388156557ec56
[CL 23788485 by jurre debaare in ue5-main branch]
* Updated private files with IWYU for all plugins which had 3 or less changes made in ue5 main since last integration to fn
#preflight 63bf8d8b577437afe607dc72
#rb none
[CL 23659643 by henrik karlsson in ue5-main branch]
Before:
3548 unity files
Total CPU Time: 47343.578125 s
Total time in Parallel executor: 494.60 seconds
After:
3445 unity files
Total CPU Time: 46044.671875 s
Total time in Parallel executor: 468.51 seconds
#jira
#preflight 63336159b20e73a098b7f24f
[CL 22218213 by bryan sefcik in ue5-main branch]
#rb trivial include
#ROBOMERGE-AUTHOR: jurre.debaare
#ROBOMERGE-SOURCE: CL 18533594 via CL 18533597 via CL 18533609 via CL 18533707 via CL 18534391
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18534559 by jurre debaare in ue5-release-engine-test branch]
+ Added SkeletalMerging plugin - which exposes (blueprint-accessible) API for both SkeletalMesh merging and Skeleton merging
+ Added API to add compatible Skeletons at runtime
+ Add ability to construct FReferenceSkeletonModifier with only a USkeleton
* required friend-ing to retrieve mutable ReferenceSkeleton
* Engine skeletal merging API input parameters have been exposed to Blueprints
* Switched to Skeleton compatiblity check for Linked animation instances rather than direct skeleton comparison
* Exposed USkeleton as a BlueprintType
* Ensured that runtime generated USkeletons are included in USkeleton::LoadedSkeletons
- Removed EngineTest and QAGame SkeletalMeshMerging code (now part of SkeletalMerging plugin)
- Added redirectors to patch-up existing test content
- Enabled new plugin for both EngineTest and QAGame
#rb Thomas.Sarkanen, John.vanderBurg
#preflight 61d6d44e430de36baa47f7cf
[FYI] Alexei.Lebedev
#ROBOMERGE-OWNER: jurre.debaare
#ROBOMERGE-AUTHOR: jurre.debaare
#ROBOMERGE-SOURCE: CL 18530911 via CL 18530957 via CL 18530963 via CL 18531393 via CL 18531404
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18531415 by jurre debaare in ue5-release-engine-test branch]