Commit Graph

620 Commits

Author SHA1 Message Date
Jurre deBaare
d31a7f8252 //UE5/Main - UE.EditorAutomation(RunTest=Editor) Mac - Several tests exited prematurely due to critical failure
#jira UE-173253
#fix Added new override point OnResetSkeleton, which allows UAnimSequence to wait for any in-flight compression tasks to finish before swapping out the skeleton
#rb Thomas.Sarkanen
#preflight 63b80ff9577437afe6c5d290

[CL 23596938 by Jurre deBaare in ue5-main branch]
2023-01-06 08:27:05 -05:00
benoit gadreau
86507e1f96 trigger property reset to default to invalidate the target list infos
#jira UE-167518
#rb halfdan.ingvarsson
#preflight 63b543bf2960b7322087872c

[CL 23580357 by benoit gadreau in ue5-main branch]
2023-01-04 15:52:14 -05:00
dave jones2
9bab3a527e Misc Blueprint changes:
* Added overloads for FindSpecializedConversionNode and SearchForAutocastFunction that don't use output parameters. There are several instances in the engine where dummy variables are used to get around this.
* Updated the Message_ functions to use template parameter packing. The arguments are forwarded to the underlying FCompilerResultsLog, if one exists. This allows us to use tokenized messages.
* Changed several functions in FCompilerResultsLog to use the coding standard's naming convention. Specifically, arguments need to start with an uppercase letter.

#jira none
#preflight 639778dc2960b732208492ae
#rb phillip.kavan

[CL 23482483 by dave jones2 in ue5-main branch]
2022-12-12 15:50:51 -05:00
thomas sarkanen
caad3403d5 Fix sparse class data crash in the presence of circular dependencies
This ensures that 'old' sparse class data (that may be regenerated by a compilation) is always stashed when beginning a compilation pass. This is needed because when sparse class data is cleared, all (loaded) child classes are also cleared, so when they also come to be compiled, their sparse class data will already be null and there will be a dangling reference to it in the package's export table (despite it being moved into the transient package). The dangling reference will then cause any subsequent loads (e.g. further children) to reference an invalid structure.

#jira UE-171639
#rb Jurre.daBaare
#preflight 63906af667018b14b5fe96be

[CL 23431859 by thomas sarkanen in ue5-main branch]
2022-12-07 13:44:19 -05:00
thomas sarkanen
8cfaba6f00 Fix crash using property access node with PinHiddenByDefault properties
#jira UE-169417
#rb Jurre.deBaare
#preflight 63861eee766a2aeed20196aa

[CL 23315685 by thomas sarkanen in ue5-main branch]
2022-11-29 14:58:44 -05:00
thomas sarkanen
7aae2402bb Fix being unable to choose another self anim layer after choosing a linked anim layer
Due to reconstruction on edit, the member reference GUID was always conforming back to the original layer node once it was set. This fix ensures that the GUID is appropriately set each time the member reference is updated.

#jira UE-168246
#preflight 6385ff577b4bd3f057796ae4
#rb Jurre.deBaare

[CL 23312441 by thomas sarkanen in ue5-main branch]
2022-11-29 12:34:49 -05:00
thomas sarkanen
a8028b1658 Fixed inability to spawn external linked anim layer nodes
Also fixes ensure on linked anim layer node spawn

#jira UE-168234
#jira UE-168356
#jira UE-170967
#rb Jurre.deBaare
#preflight 6385f54a4004f73f62bbfcc2

[CL 23312397 by thomas sarkanen in ue5-main branch]
2022-11-29 12:34:18 -05:00
phillip kavan
9040d27ac5 Fix redundant node spawner actions being registered for every loaded Animation Blueprint asset context in the editor.
#jira UE-169755
#rb Thomas.Sarkanen
#preflight 6377af6f815e4b9b7550e92d

[CL 23250813 by phillip kavan in ue5-main branch]
2022-11-23 11:58:11 -05:00
benjamin jillich
bbeed383e4 [UE-168454] Some Watch Pins Show Incorrect Values in the Player AnimBP
The source of the issue was that the key of the mapping between the original and the folded property was not able to distinguish between the instance of the node. This means that e.g. when we had several blend nodes in the graph, only one of the properties was in the map and thus all pin watches were watching the single folded property that the map contains.

This is now solved by using a graph pin as key for the map, which is unique per node instance.

An additional issue was that nodes like get variable were not compiled by the blueprint compiler and thus their pins were not part of the map as well. This got fixed by adding linked pins to the map as well.

The fix got verified in game as well. Please make sure to reload/recompile the "avg_player" and "sourcepose" anim bp before verifying.

#jira https://jira.it.epicgames.com/browse/UE-168454
#preflight 637e36baf514e1ded9722abe

[CL 23249548 by benjamin jillich in ue5-main branch]
2022-11-23 10:21:39 -05:00
Nicholas Frechette
230e9f42b3 Add missing anim BP template features now that skeleton compatibility has been relaxed
#jira UE-168846
#rb Thomas.Sarkanen
#preflight 63752a6c1c114bec050b9127

[CL 23157954 by Nicholas Frechette in ue5-main branch]
2022-11-16 13:30:40 -05:00
samuele rigamonti
22bd7b7dc3 motion matching - deprecating UPoseSearchSequenceMetaData
#review-23144984 @aaron.cox
#preflight 63751be40c74adb48b0264ba
#preflight 63751f883248425305884639

[CL 23157119 by samuele rigamonti in ue5-main branch]
2022-11-16 12:46:06 -05:00
benjamin jillich
086e1961b4 [UE-82098] Shared Transitions are not usable by separate state machines within the same ABP
#preflight 6374f04f953c19d435f78e29

[CL 23153486 by benjamin jillich in ue5-main branch]
2022-11-16 09:26:50 -05:00
thomas sarkanen
a897f0439a Skeleton compatibility improvements
Skeleton compatibility is now bi-directional. Specifying a compatible skeleton A -> B now implies B -> A.
Skeleton compatibility is now an editor-only concern. The runtime will attempt to do the 'best it can' via name -> name mappings. Only the editor will prevent assigning incompatible skeletons in (e.g.) asset pickers etc.
Skeleton compatibility checks in editor can now be disabled in the editor preferences (and each asset picker now has a checkbox option in its view settings that allows for quick access to this).

Moves FSkeletonRemapping to its own file (which is now private).
Skeleton remappings are now generated on demand on worker threads just before animation decompression and stored in a registry, guarded by FRWScopeLock for thread-safety.

Fixed some anim BP compiler edge cases where asset references on pins were not getting preloaded correctly, causing skeletons to be erroneously reported as missing.

Exposed the current asset registry filter in SAssetView so that menu extensions can access it (and use it to provide context)

#jira UE-166054
#jira UE-167355
#rb Jurre.deBaare,John.vanderBerg
#preflight 635902602e6690262afa86f9
#preflight 6372ad7a0c74adb48b472b38
#p4v-cherrypick 22878911
#preflight 6374b3c51d25fe8b931b8d7b

[CL 23152671 by thomas sarkanen in ue5-main branch]
2022-11-16 07:21:38 -05:00
joe pribele
ed7566be21 removing PRAGMA_DISABLE_OPTIMIZATION
#preflight 6372b7d60c74adb48b4a847f

[CL 23127658 by joe pribele in ue5-main branch]
2022-11-14 17:04:03 -05:00
benjamin jillich
d549c737b8 [UE-169576] Can't insert reroute nodes via double click
#preflight 636ccad97c2b5051905401d1

[CL 23073713 by benjamin jillich in ue5-main branch]
2022-11-10 05:06:04 -05:00
halfdan ingvarsson
c8022afdca Curve Expression: Fix the verify button to work properly. We now search the BP's hierarchy to find the node. The warning is also added to the node itself rather than just the log.
[FYI] dae.han

[CL 23042483 by halfdan ingvarsson in ue5-main branch]
2022-11-08 17:50:51 -05:00
benjamin jillich
a6ef0d5b7f [UE-136096] Relinking transitions in anim graph state machines
[UE-168360] User can create a transition from a state into the entry state

* Relinking multiple transitions (transition nodes at once) when none of the transition nodes is selected.
* Selective relinking in case a subset of the transition nodes on a transitions are selected.
* Special case handling for transitions from entry state (they don't have a transition node connected).
* Drawing circle indicator around the arrow head in case the mouse cursor is approaching the transition.
* Hovering the arrow head of a transition highlights it by filling the circle with solid orange color and turning the arrow black.
* Ending the relink operation in empty space or the entry node will cancel the relink operation.
* Fixed bug that prevents creating new transitions ending in an entry state.

#jira https://jira.it.epicgames.com/browse/UE-136096
#jira https://jira.it.epicgames.com/browse/UE-168360
#preflight 636a169963037c10262bc421

[CL 23025287 by benjamin jillich in ue5-main branch]
2022-11-08 04:09:22 -05:00
henrik karlsson
fa90b399a4 Added includes for future change. This changelist only contains added #include and a couple of empty placeholder files
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch

#preflight 63635997876630122adeab9f
#rb none

[CL 22958990 by henrik karlsson in ue5-main branch]
2022-11-03 14:18:47 -04:00
Thomas Sarkanen
d9c2b172f7 Skeleton compatibility improvements
Skeleton compatibility is now bi-directional. Specifying a compatible skeleton A -> B now implies B -> A.
Skeleton compatibility is now an editor-only concern. The runtime will attempt to do the 'best it can' via name -> name mappings. Only the editor will prevent assigning incompatible skeletons in (e.g.) asset pickers etc.
Skeleton compatibility checks in editor can now be disabled in the editor preferences (and each asset picker now has a checkbox option in its view settings that allows for quick access to this).

Moves FSkeletonRemapping to its own file (which is now private).
Skeleton remappings are now generated on demand on worker threads just before animation decompression and stored in a registry, guarded by FRWScopeLock for thread-safety.

Fixed some anim BP compiler edge cases where asset references on pins were not getting preloaded correctly, causing skeletons to be erroneously reported as missing.

Exposed the current asset registry filter in SAssetView so that menu extensions can access it (and use it to provide context)

#jira UE-166054
#jira UE-167355
#rb Jurre.deBaare,John.vanderBerg
#preflight 635902602e6690262afa86f9

[CL 22878911 by Thomas Sarkanen in ue5-main branch]
2022-11-01 06:25:59 -04:00
danny chapman
db0ddc7121 Fixes for LookAt AimOffset:
* Lets" ShowDebug Animation" work
* Lets input filtering work
* Allows the source/pivot to be a bone or socket

#jira UE-168456
#rb thomas.sarkanen
#preflight 635be2d44710dd6af8a44d77

[CL 22828729 by danny chapman in ue5-main branch]
2022-10-28 11:00:57 -04:00
frederick lupien
7f25b9197f Fix super not being called in UAnimGraphNode_LinkedAnimGraph::PostPasteNode & UAnimStateAliasNode::PostPasteNode()
#rb Thomas Sarkanen
#tests PIE
#jira UE-168404
#rnx

[CL 22803501 by frederick lupien in ue5-main branch]
2022-10-26 23:18:44 -04:00
frederick lupien
b27e5f64aa Fix case inconsistency in include path
#rnx

[CL 22798383 by frederick lupien in ue5-main branch]
2022-10-26 19:08:14 -04:00
frederick lupien
5c19c5ac9c Added an option in animation blueprints to share linked anim instance across group and subgraphs instead of having one layer instance per group / linked anim instance
[REVIEW] [at]Thomas.Sarkanen
#tests Test with multiple players and AI in PIE

[CL 22795945 by frederick lupien in ue5-main branch]
2022-10-26 18:18:16 -04:00
henrik karlsson
4a5e13525d Fixed non-unity non-pch compile errors
#preflight skipped
#rb none

[CL 22788359 by henrik karlsson in ue5-main branch]
2022-10-26 16:22:34 -04:00
henrik karlsson
b5b86c796c This change is a strategical submit for a coming change that removes lots of includes in headers that are included by many files. This change contains adding of includes in files that previously got those includes transitively from other inclkudes
#preflight 6355d4940313c24974b2107b
#rb none

[CL 22783162 by henrik karlsson in ue5-main branch]
2022-10-26 12:57:32 -04:00