- Fixes bug (introduced in CL-25315823) where Kinematic bodies included in an RBAN simuation to represent cloth colliders or world space objects fail to collide with other bodies because their bounding boxes are not updated after calls to FActorHandle::SetWorldTransform.
[REVIEW] [at]Chris.Caulfield
#rnx
[CL 26428193 by nick brett in 5.3 branch]
- Check for the the presence of collider assets in PreUpdate rather than InitPhysics as the bodies are not always present by the time InitPhysics is called. This mimics the behaviour of the cloth system.
#rb [at]Chris.Caulfield
#rnx
[CL 26287773 by nick brett in 5.3 branch]
This allows animators inject knee motion either manually or with procedural controls within the graph.
[REVIEW] [at]Aaron.Cox, [at]Thomas.Sarkanen
#preflight 6474508d8137a37b85494382
[CL 25683102 by jose villarroel in ue5-main branch]
- Created a set of macros to trace data about Solver Frames, Solver Steps, and Solver Particles on Rigid Solvers and RBAN solvers
- Added a way to have the context between CVDTrace calls to know which solver started the call on a determined solver step or particle without having to copy that information to every object
#rb benn.gallagher
#jira UE-181330
#preflight 643d9d4c0a5a4b944e348487
[CL 25077633 by sergio gardeazabal 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]
- This will allow the ''Preview Rendering Level' setting in editor to set the CVars to the values defined in platform device profiles.
#rb [at]Benn.Gallagher, [at]Ben.Woodhouse
[CL 23741214 by nick brett in ue5-main branch]
This fixes a character movement related issue where walking into a moving kinematic object would stop the RBAN nodes from simulating altogether because the moving kinematic moves the movement component which triggers a TeleportPhysics.
#rb benn.gallagher, satchit.subramanian
#jira none
#preflight 6376a411fa348e8480775c8b
[CL 23184228 by Chris Caulfield in ue5-main branch]
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds
After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds
#jira
#preflight
[CL 22173263 by marc audy in ue5-main branch]