- On load/change it tries to work out the highest compatible frame-rate across all the contained animation assets, and uses it as the sampling rate for the montage/composite itself
- If one or more assets are not compatible the sampling rate reverts back to 100000hz, and the user is informed about it
- Project wide option to enforce this, to be extended to other systems later, which will prevent the user from adding incompatible assets to a montage/composite
- CVar to mute warning on-load, useful for upgrading content without breaking validation
#jira UE-190813
#rb Thomas.sarkanen, Euan.Carmichael
[CL 26887867 by jurre debaare in ue5-main branch]
[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]
- 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]
#feature when previewing an animation asset with no preview Skeletal Mesh set + having Show All hierarchy enabled we now show the skeleton reference pose instead of an empty viewport
#rb Kiaran.Ritchie, Halfdan.Ingvarsson
#preflight 63f5e54a7064074bd87f7a0f
[CL 24359163 by jurre debaare in ue5-main branch]
- Removing a pose
- Adding an additional pose
- Update an existing pose with current view-port pose
#misc dynamic button label, depending on whether or not user will be updating the poses (GUID out-of-date), or restoring the poses (GUID invalidated)
#preflight 63e6287f8917c5deac673480
#rb Thomas.Sarkanen
[CL 24173354 by jurre debaare in ue5-main branch]
- Use SmartName display name rather than UID when generating data model GUID
- Defer PoseAsset out-of-date warning until next resave
#jira UE-163780
#rb Thomas.Sarkanen
#preflight 6377575533774509005eacd6
[CL 23191972 by Jurre deBaare in ue5-main branch]
- Skeletal mesh is now import using the skeletalmesh compile system to make sure all properties are locked and will stall another thread trying to access them.
---- This fix multiple crash if a viewer display the skeletal mesh and use some properties.
- Remove animation pipeline ensure(no skeleton) if we import with force static mesh and there is some translated animation node
- Fix crash when importing static mesh and the get mesh payload return an empty mesh description
- Reimport of skeletalmesh is not calling anymore postedit change if we reimport with interchange, interchange will call it in a post edit step.
---- This fix multiple crash if a viewer display the bones of the re-import skeletal mesh.
General:
- Reimport handler now have a reimport async version so the caller can control if a reimport is done asynchronously or synchronously
#jira UE-166986
#rb danny.couture , jeanluc.corenthin
#rnx
#lockdown jeanmichel.dignard
#preflight 634f61fdec03b54e9cdfe0bf
[CL 22634973 by alexis matte in ue5-main branch]
* No longer dereference pose watch UObject while in render thread, render data is instead mirrored before drawing on the render thread to prevent being modified in a worker thread.
* Cleanup of pose watch WITH_ENGINE ifdefs.
#jira UE-162374
[FYI] danny.chapman
#rb thomas.sarkanen
#preflight 632437858131e92d65ce2f55
[CL 22050342 by lucas dower in ue5-main branch]