#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]
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]
-Added initial support for blend stack graphs.
-Changed Max Active Blends to be a compile time fixed value for blend stack.
-review-25906631 [at]Aaron.Cox, [at]Thomas.Sarkanen, [at]Samuele.Rigamonti
[CL 26167901 by jose villarroel in ue5-main branch]
- Added support for explicitly specifying the transitions trigger time when using state machine automatic transition rules.
- Fixed state machine automatic transitions rules not triggering from a looping animation.
- Fixed state machine automatic transitions rules that have their next state as a conduit state triggering before reaching the end of the animation.
- Consolidate all the ways to check if asset in asset player is looping into a single api call, IsLooping().
- Added getter for a AssetPlayer's DeltaTimeRecord.
- Added warning when a asset player is using looping animations with automatic rule based transitions.
#jira UE-171299, UE-180844, UE-185174
[CL 25877647 by roland munguia in ue5-main branch]
Additional changes:
- Added warnings for users using anim state events since we want to push towards using the state node functions.
- Added support for anim nodes to show any bound functions and not have them hardcoded.
- Added base context type for FAnimExecutionContext.
- Now users can specify the string for the default binding name of a function member reference in a BP by using the "DefaultBindingName" metadata tag. This will give the functionality to avoid having the default binding name be "NewFunction" and instead use the input string from the metadata tag.
#jira UE-184572
#rb Thomas.Sarkanen, jose.villarroel, aaron.cox
#preflight 646e6a836c2a2532b1f91efd
[CL 25631664 by roland munguia in ue5-main branch]
This option is being disabled for now since it has never worked properly and it causes a engine crash.
#jira UE-185146
#preflight 6465161f2d446eac96e858f2
[CL 25512536 by roland munguia in ue5-main branch]
- Removed bOnlyDriveSelectedBones bool. Now checks if OnlyDriveBones list has items.
- Fixed issue with OnlyDriveBones with None entry.
- Fixed indentations and improved comments.
#preflight 642b43731d19c0312a6d301c
[CL 24901507 by David Corral in ue5-main branch]
- Added EditConditions for OnlyDriveBones, bOnlyDriveSelectedBones and Median properties.
- Rearranged Properties
#jira UE-181415, UE-181411
#preflight 64231547051bec41cda13799
[CL 24821515 by David Corral 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]
* 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]
Change consist of only forward declaration and additional includes
#preflight 63789c1de30d438849c48188
#rb none
[CL 23218412 by henrik karlsson in ue5-main branch]
[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]