[FYI] Jurre.deBaare
Original CL Desc
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Improved Skeleton reference pose drawing behaviour
- Allow for drawing sub-set of bones (through selection)
- Bone/socket details now pull correct data from reference skeleton
#preflight 6409dd42a450329d6c2d59b1
#rb Thomas.Sarkanen, Kiaran.Ritchie
[CL 24612076 by joseph sozio in ue5-main branch]
- Allow for drawing sub-set of bones (through selection)
- Bone/socket details now pull correct data from reference skeleton
#preflight 6409dd42a450329d6c2d59b1
#rb Thomas.Sarkanen, Kiaran.Ritchie
[CL 24610735 by jurre debaare in ue5-main branch]
Adding IPersonaPreviewScene::UnregisterForUndo so that ControlRigEditor can opt it out of undos.
#preflight 63ff715b437ce3e7f3057a1f
[CL 24469454 by christopher waters in ue5-main branch]
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]
* Fix for Persona mesh sections showing as selectable when not.
* Fix for editor viewport cursor style not updating if using orbit camera mode.
#jira UE-157811
#rb thomas.sarkanen
#preflight 63246538ea1c94f4c5b3dfc7
[CL 22052213 by lucas dower in ue5-main branch]
- Removed one macro to declare the deformer graphs, as it only was confusing.
- Every morph based ML deformer asset will have a unique ID for its morph target set. This should allow multiple of the same type of model to be applied without problems on the same blueprint.
- Fixed a crash when changing models.
- More doxygen.
- Some small misc changes.
#preflight 631f0c3acb1bdb7ecb7063ee
[CL 21971384 by john vanderburg in ue5-main branch]
Linked anim BPs can be debugged, but logic to setup the debugged object based on skeletal mesh made some assumptions that only the main anim instance would be the class being set. Expanding the check here for that fallback logic application to cast a wider net than just the preview instance fixes an ensure.
Found while investgating UE-110612.
#jira none
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 18465867 in //UE5/Release-5.0/... via CL 18465873
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18465885 by thomas sarkanen in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]