Commit Graph

199 Commits

Author SHA1 Message Date
Brice Criswell
50af62ae00 Import: Keep sections separate
-	Adds an option to not merge skeletal mesh sections sharing the same material during FBX import. This allows you to control visibility at a per-section level without having to give each section a unique material. [Github Pull Request: 9587]
#jira UE-164863
#rb Alexis.Matte, JeanLuc.Corenthin

[CL 26757306 by Brice Criswell in ue5-main branch]
2023-08-01 18:02:41 -04:00
halfdan ingvarsson
b25169fd66 Skeletal Mesh: Enable importing of vertex maps from FBX into skeletal mesh assets.
#jira UE-141809
#rb alexis.matte

[CL 26596763 by halfdan ingvarsson in ue5-main branch]
2023-07-25 23:12:28 -04:00
han chu
64a2ace167 Editor Workflows Selection Tests
EditorTestActorSelection.cpp: spawns an empty actor, selects it, and then verifies the selection set.
EditorTestHierarchicalISMSelection.cpp: finds a pre-existing actor in the test map, selects the ISM component of that actor, then verifies the selection set.
BP_BadPerfSelectingISM.uasset: test actor used in EditorTestHierarchicalISMSelection.cpp
HierarchicalISMSelectionTestMap.umap: test map used in both EditorTestHierarchicalISMSelection.cpp and EditorTestActorSelection.cpp

#jira UE-189267
#review @logan.buchy

[CL 26477955 by han chu in ue5-main branch]
2023-07-19 20:32:21 -04:00
thomas sarkanen
57122faf0a AnimNext params in Anim BPs
Added a new anim node: AnimNext Parameters. This injects parameters into the AnimNext stack for all leafwards nodes.

Added a new way of binding to parameters on anim nodes.
- Added indirection to UAnimGraphNode_Base to allow different 'binding types' to be authored by deriving from UAnimGraphNodeBinding
- Added new binding type for AnimNext parameters
- Moved existing binding code (inc UI widget creation) into UAnimGraphNodeBinding_Base
- Binding types can be selected on a per-node or per-anim BP basis

Reworked FParamStack API a little
- Allow for better error checking when pushing/popping stack layers. Pushed layers can now only be subsequently popped by passing in the handle of the pushed layer.
- Standalone layers are now wrapped in an opaque handle rather than returning a unique ptr
- GetParamData APIs now perform more involved type checking, allowing derived object types & type conversions to be implemented

Improved parameter type sandboxing for automated tests. If running low-level type tests while execution was happening on another thread, the editor could crash because of invalidating already-existing types.

Lots of other small fixes to get workflows nicer and end-to-end functionality working

#rb Nicholas.Frechette,Jaime.Cifuentes,Jurre.deBaare

[CL 26455905 by thomas sarkanen in ue5-main branch]
2023-07-19 04:36:34 -04:00
christopher waters
4e96f4193d Removing UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_0 and UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_1 including all uses in the engine.
[CL 26259545 by christopher waters in ue5-main branch]
2023-06-27 11:54:23 -04:00
han chu
cb754045f1 New Editor Test:
In a test map, spawn an actor, then select it, and then check to see if the spawned actor is selected.

#jira UE-189271
#rb

[CL 26245129 by han chu in ue5-main branch]
2023-06-26 17:01:47 -04:00
joe kirchoff
fc49b3b34f Fix C4855: implicit capture of 'this' via '[=]' is deprecated in '/std:c++20'
#rnx

[CL 26110412 by joe kirchoff in ue5-main branch]
2023-06-19 19:55:34 -04:00
paul chipchase
1cfb211860 Increase the delay for 'Auto Reimport' tests to prevent incorrect reporting on slower machines.
#rb trivial
#jira UE-185415
#rnx
#preflight 647449472e05bcc33088c3c5

- On internal CIS mac machines these tests were sometimes failing, but this was never seen on local machines.
- Ran many tests, with very verbose logging added and the conclusion was that the file events were being found but some times they arrived too late and the test had already "timed out" or the file cache watcher has interpreted the results incorrectly because not all of the important events had arrived.
- Increasing the time out seems to work. This is not a good fix but reworking both the watcher code, the file cache code and the tests is out of scope at the moment.

[CL 25672016 by paul chipchase in ue5-main branch]
2023-05-30 02:37:03 -04:00
aditya ravichandran
31830290ab Asset Editors: Deprecate OnClose and RequestClose in favor of similar functions that take in a close reason
Fix a crash in some asset editors when you force deleted an asset with pending changes and hit "cancel" on the save dialog

#jira UE-107248
#preflight 64517c880e33f2d51d6e3adb

[CL 25321878 by aditya ravichandran in ue5-main branch]
2023-05-03 14:45:26 -04:00
Mikita Hauruk
a3a65dc94f Added check GIsAutomationTesting to avoid [Owner] and [Description] log in PIE
#jira UE-178872
#rb adam.miezianko, jerome.delattre, oleg.krasnov, mikalai.sukhikh
#preflight 64009836df66ed5fc16523c9

[CL 24495775 by Mikita Hauruk in ue5-main branch]
2023-03-03 01:32:33 -05:00
Rune Stubbe
97cd750f78 Replaced "Root Geometry" vis mode with "Streaming Geometry" show flag and it into new Nanite show flags category along with "Nanite Meshes" from Advanced show flags.
#rb graham.wihlidal
#fyi brian.karis, krzysztof.narkowicz
#preflight 63ff73edef1b24bf9497d4b6

[CL 24463327 by Rune Stubbe in ue5-main branch]
2023-03-01 11:13:07 -05:00
Thomas Sarkanen
502797ca50 Animation Curve Runtime & Editor Improvements
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]
2023-02-27 07:20:58 -05:00
Jerome Delattre
ba5b3a87b5 Output Functional Tests metadata in test info during execution in the log
Use Automation.LogBPTestMetadata CVar to enable the behavior

#jira UE-175266
#preflight 63e15f061020773a3f113f5b
#rb Chris.Constantinescu

[CL 24177156 by Jerome Delattre in ue5-main branch]
2023-02-13 11:33:49 -05:00
danny couture
573092edcc Fix GatherObjectReferencersForDeletion allowing deletion of package even if internal objects have RF_Standalone flag on them
#rnx
#jira UE-174917
#rb Alexis.Matte
#preflight 63dd1fbc323e7eaa30a9c2c1
#lockdown jeanmichel.dignard

[CL 23991417 by danny couture in ue5-main branch]
2023-02-03 11:21:06 -05:00
danny couture
979c38887d Restructure test to allow PIE as soon as the level is loaded to focus on responsiveness under heavy load and asset priorization during PIE
Nonetheless wait until all assets have finished compiling before completing the test so that we can monitor total cold time

#rnx
#jira UE-171782
#rb Francis.Hurteau
#preflight 638b4d1f303395f6c9fc3131

[CL 23423876 by danny couture in ue5-main branch]
2022-12-06 22:03:00 -05:00
aditya ravichandran
f8b7ee5555 Replace any instances of "Source Control" with "Revision Control" in text in the Editor
#rb JeanMichel.Dignard, Robb.Surridge
#preflight 637d180efa348e8480e8837e

[CL 23250808 by aditya ravichandran in ue5-main branch]
2022-11-23 11:57:50 -05:00
Alexis Matte
d33b88aa65 Fix GatherObjectReferencerForDeletion test. We must make sure the CVarUseLegacyGetReferencersForDeletion is set to 0 before running the test. There is some logic when we delete file that turn the cvar to 1. Some automation tests that delete object can trig this situation see Interchange.Import.Scene_Basic test
#jira UE-167215
#rb danny.couture
#rnx
#preflight 635c0dbca27fb703be524a19

[CL 22831616 by Alexis Matte in ue5-main branch]
2022-10-28 13:20:09 -04:00
steve robb
443b5379d8 Some fixes after CL# 22808749.
#rb trivial
#preflight none

[CL 22810710 by steve robb in ue5-main branch]
2022-10-27 11:20:59 -04:00
henrik karlsson
5298cc8120 Non-unity/pch compile fixes when building UnrealEditor linux
#rb none
#preflight skipped

[CL 22794114 by henrik karlsson in ue5-main branch]
2022-10-26 17:49:37 -04:00
henrik karlsson
e09a9ff859 * Fixed UnrealEditor linux allmodules compile errors due to missing includes (change is adding includes)
#rb none
#preflight skipped

[CL 22788095 by henrik karlsson in ue5-main branch]
2022-10-26 16:12:57 -04:00
Robb Surridge
610c467639 Update vendor links for built-in plugins to use secure protocol.
#jira UE-166823
#rb lauren.barnes
#preflight 6352b20b7261e565c476ec3b

[CL 22690089 by Robb Surridge in ue5-main branch]
2022-10-21 11:04:07 -04:00
halfdan ingvarsson
e2210cb024 Support for 16-bit skin weights on the skelmesh.
The main change is that FSoftSkinVertex, used by FSkeletalMeshLODModel, in now stores weights as 16-bit after conversion from the import data. This increases the size of each FSoftSkinVertex from 144 bytes to 160 bytes (about 10% increase). By default render meshes still use 8-bit skin weights, with weights downshifted from the 16-bit modeling data, so no change in GPU memory consumption there. However, the vertex buffer will automatically return a 16-bit skin weights when requested from the GPU side (e.g. for CPU skinning and viewing tangents).

This change in the model data and vertex buffer CPU-side query, resulted in many changes throughout the codebase and will have an effect on licensees who are actively reading from and writing to these two storage locations.

The GPU skin cache shader has had one more permutation added when not using unlimited skin weights. The vertex factory is not affected.

#jira UE-164386
#rb alexis.matte, josie.yang
#preflight 632c0c5ab4515b7e22b4804d

[CL 22215219 by halfdan ingvarsson in ue5-main branch]
2022-09-27 19:48:05 -04:00
robert millar
be775455c9 Use GetObjectPathString instead of deprecated ObjectPath field.
#rb none
#jira UE-161932
#preflight 6324b3ec7436146514768295

[CL 22058293 by robert millar in ue5-main branch]
2022-09-16 15:53:10 -04:00
alexis matte
5ba6afa2b5 FbxAutomation cannot anymore turn off distance field calculation.
#jira UE-162249
#rb trivial
#rnx
#preflight 63248eb28c3def91aa926254

[CL 22052378 by alexis matte in ue5-main branch]
2022-09-16 12:48:42 -04:00
robert millar
90382b9d5f FNames containing asset paths are deprecated. FSoftObjectPath or FTopLevelAssetPath should be used instead.
Fixups for some test files.

#jira UE-161932
#rb none
#preflight https://horde.devtools.epicgames.com/job/631f8b3dbd77c5883fdde200

[CL 21984829 by robert millar in ue5-main branch]
2022-09-13 12:16:29 -04:00