Commit Graph

76 Commits

Author SHA1 Message Date
kyoilkim
301956c4ab PR #10519: Fixed typo in AnimationEditorPreviewScene.cpp
#rb zahra.nikbakht

[CL 26182819 by kyoilkim in ue5-main branch]
2023-06-22 10:56:53 -04:00
john vanderburg
9d69191787 [MLDeformer] Added automated tests. Also moved the tests to the EngineTest project. Includes some small optimizations and improvements and required changes to the API.
[CL 25921830 by john vanderburg in ue5-main branch]
2023-06-12 05:24:36 -04:00
jurre debaare
adf000b658 CIS Editor Error: SkeletonSelectionEditMode.h(45): error C4430: missing type specifier - int assumed
#rb none
#preflight 640f2cb9c41a0a2a77adc283

[CL 24613658 by jurre debaare in ue5-main branch]
2023-03-13 11:44:12 -04:00
joseph sozio
69c0a8222f [Backout] - CL24610412
[FYI] Jurre.deBaare
Original CL Desc
-----------------------------------------------------------------
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]
2023-03-13 09:59:51 -04:00
jurre debaare
cb45e0202d 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 24610735 by jurre debaare in ue5-main branch]
2023-03-13 07:31:42 -04:00
christopher waters
b59bafd5d3 Minor dependency cleanup inside ControlRigEditor.
Adding IPersonaPreviewScene::UnregisterForUndo so that ControlRigEditor can opt it out of undos.

#preflight 63ff715b437ce3e7f3057a1f

[CL 24469454 by christopher waters in ue5-main branch]
2023-03-01 15:41:15 -05:00
danny chapman
53505a8fa1 Guard against use of invalid actor pointer in Persona
#rb jurre.debaare
#preflight 63e4ddeb9910415ae243ecdd

[CL 24095027 by danny chapman in ue5-main branch]
2023-02-09 07:01:31 -05:00
Patrick Boutot
4f85955998 Remove unneeded test to GIntraFrameDebuggingGameThread.
#jira UE-103290
#rb lauren.barnes
#preflight 63c2d13302024f93d8806236

[CL 23728218 by Patrick Boutot in ue5-main branch]
2023-01-16 07:20:04 -05:00
Helge Mathee
2da330a55a AnimationPreviewScene: Fix crash in Control Rig when opening up PreviewScene
#rb na
#jira na
#preflight skip
#fyi nicholas.frechette

[CL 23174631 by Helge Mathee in ue5-main branch]
2022-11-17 08:17:32 -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
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
john vanderburg
8d53db049c Skeleton compatibility:
- Allow picking preview meshes that use compatible skeletons.
#preflight 633edfb647692931955ddc30

[CL 22375408 by john vanderburg in ue5-main branch]
2022-10-06 10:11:46 -04:00
lucas dower
a5b975ca24 Fix for Persona mesh details text overlay blocking hit tests
* 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]
2022-09-16 12:44:00 -04:00
john vanderburg
7150da24b4 [MLDeformer]
- 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]
2022-09-12 16:06:25 -04:00
BenSweeneySG
54b3311f8a PR #8674: Add custom anim blueprint option for additional meshes in animation preview (Contributed by BenSweeneySG)
#rb Thomas.Sarkanen
#preflight 6315e126f448dc6e5815be99

[CL 21790923 by BenSweeneySG in ue5-main branch]
2022-09-05 07:53:06 -04:00
kriss gossart
0422ca7705 Skeletal Mesh - Replace the newly created GetSkeletalMesh function by GetSkeletalMeshAsset so it matches the setter SetSkeletalMeshAsset function (which itself couldn't be named SetSkeletalMesh due to the function already existing and doing something else).
#rb Josie.Yang
#preflight 62fa2afeae3edb54c979492e
#jira none

[CL 21385959 by kriss gossart in ue5-main branch]
2022-08-15 09:26:50 -04:00
Josie Yang
6b15506e58 Replace direct access to SkeletalMesh object from USkinnedMeshComponent with GetSkeletalMesh function
#rb kriss.gossart
#preflight 62aafc9ada0af39a4783930a

[CL 20686007 by Josie Yang in ue5-main branch]
2022-06-16 09:14:04 -04:00
kiaran ritchie
b5b6783cf7 Adding skeleton view to retargeter and replacing bone rendering method in all animation editors.
#rb halfdan.ingvarsson
#JIRA https://jira.it.epicgames.com/browse/UE-142938
#preflight https://horde.devtools.epicgames.com/job/629950231941378d7c7e6f49

[CL 20497861 by kiaran ritchie in ue5-main branch]
2022-06-03 20:22:14 -04:00
Lauren Barnes
6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00
john vanderburg
bd18dc7da2 [MLDeformer] A complete redesign, turning this into a whole framework that can handle different models.
#preflight 18324456

[CL 19587235 by john vanderburg in ue5-main branch]
2022-04-01 09:28:27 -04:00
max chen
1751c784a3 Anim: Remove AnimInstance->Montage_Stop which is stopping all montages when unbinding from Sequencer. Sequencer already stores and restores the specific montages that need to be stopped in FStopPlayingMontageTokenProducer.
#jira UE-88590
#preflight 61e05bcb787db720a90db685
#rb thomas.sarkanen

#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 18647408 in //UE5/Release-5.0/... via CL 18649164 via CL 18649569
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)

[CL 18649886 by max chen in ue5-main branch]
2022-01-18 17:43:49 -05:00
jurre debaare
d15fb76ed9 CTRL+Z/CTRL+Y doesn't undo/redo changes in Additional Meshes in Animation Sequence
#jira UE-136533
#fix ensure that the transient preview mesh collection asset is marked as transactional
#preflight 61dd90eb4533f92a4e26d8d3

#ROBOMERGE-AUTHOR: jurre.debaare
#ROBOMERGE-SOURCE: CL 18571625 in //UE5/Release-5.0/... via CL 18571636
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18571650 by jurre debaare in ue5-release-engine-test branch]
2022-01-11 09:51:01 -05:00
thomas sarkanen
f0f3d80ab2 Fixed ensure when opening some linked animation blueprints
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]
2021-12-15 04:56:40 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
aurel cordonnier
a6e741e007 Merge from Release-Engine-Staging @ 17915896 to Release-Engine-Test
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035

[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-25 20:05:28 -04:00