Commit Graph

593 Commits

Author SHA1 Message Date
danny chapman
7657611203 Improve help text for BlendSpace evaluator, which doesn't behave well in all situations.
#jira UE-181668

[CL 31210092 by danny chapman in ue5-main branch]
2024-02-06 06:48:14 -05:00
danny chapman
c33560173d Implementing Physics Control Profiles. This continues refactoring to align PhysicsControlComponent and RigidBodyWithControl. Also fixes some problems with collisions
#jira UE-168736,UE-163102
#rb timothy.daoust

[CL 30968089 by danny chapman in ue5-main branch]
2024-01-29 09:31:30 -05:00
thomas sarkanen
3a2d1892b3 Fix crash showing debug information for a blend space evaluator with no blendspace
#rb jaime.cifuentes

[CL 30963660 by thomas sarkanen in ue5-main branch]
2024-01-29 04:16:15 -05:00
thomas sarkanen
f12d133845 Fix error caused by unknown edit condition in twist corrective node
#jira UE-83314

[CL 30885712 by thomas sarkanen in ue5-main branch]
2024-01-25 09:58:44 -05:00
sergio gardeazabal
394d9ac363 [ChaosVD] Adding Scene Queries recording support
- Created CVD Macros to trace the three scene query types we have in all their modes
- Create CVD data wrappers for scene queries related data
- Added support to debug draw implicit objects in CVD directly (without creating a mesh)
- Created a new Scene Query Data inspector. This is a custom details panel which will show the data for any selected query in the viewport


#jira UE-193754, UE-203452, UE-203451, UE-193755
#rb Benn.Gallagher

[CL 30821555 by sergio gardeazabal in ue5-main branch]
2024-01-23 17:46:17 -05:00
carles fernandez
ed1ddd0c71 Simplified logic which decides whether RBAN should be enabled or disabled server side.
p.RigidBodyNodeServer has been removed in favor of the already existing "p.RigidBodyNode". We are now setting this CVar to false via DedicatedServerEngine.ini.
Refactored CVarEnableRigidBodyNode to use FAutoConsoleVariableRef instead of TAutoConsoleVariable.
Using bools directly instead of calling (CVar.GetValueOnAnyThread())

#tests Tested in editor and cooked builds (Development and Test configs).
#rb andrew.ladenberger, evgenii.babinets
[FYI] richard.smith

[CL 30816069 by carles fernandez in ue5-main branch]
2024-01-23 15:37:14 -05:00
frederick lupien
36ea43ac2c Add Per axis alpha parameter to hand IK retarget node to allow to apply the resulting translation with custom weights for each axis
#rb Jose.Villarroel
[FYI] Paul.McLaurin

[CL 30813743 by frederick lupien in ue5-main branch]
2024-01-23 14:38:17 -05:00
kiaran ritchie
3b9a1b5ca7 Prevent pop in soft IK when idling in Leg IK node.
#rb halfdan.ingvarsson
#JIRA UE-204487

[CL 30788951 by kiaran ritchie in ue5-main branch]
2024-01-22 18:09:29 -05:00
thomas sarkanen
7e78d26a86 Fix GC crash with Sequencer anim instance proxies
Proxy was not reporting its references to GC

#jira UE-201956
#rb Mike.Zyracki

[CL 30765008 by thomas sarkanen in ue5-main branch]
2024-01-22 05:07:03 -05:00
steve robb
f029468598 Fixed up a lot of bool-taking container resize functions to take EAllowShrinking instead.
[CL 30729174 by steve robb in ue5-main branch]
2024-01-19 16:41:35 -05:00
jaime cifuentes
de0433a64a Reworked Skeleton Mesh Linkup map, to avoid leaving dead data in the LinkUpTable.
#rb Thomas.Sarkanen
#jira UE-199963

[CL 30629970 by jaime cifuentes in ue5-main branch]
2024-01-16 04:26:55 -05:00
frederick lupien
3ec67cb51a Add a console command variable to disable hand ik retargeting anim node (a.AnimNode.HandIKRetargeting.Enable 1/0)
#rb Jose.Villarroel
[FYI] Paul.McLaurin

[CL 30599297 by frederick lupien in ue5-main branch]
2024-01-12 13:46:24 -05:00
wyatt marvil
b5e06895a3 Fix incorrect calculation of weights in TRBFInterpolator::Interpolate()
#rb halfdan.ingvarsson
#rnx

[CL 30573432 by wyatt marvil in ue5-main branch]
2024-01-11 14:03:07 -05:00
thomas sarkanen
1f636dad87 Fix crashes when "call function" nodes are root-wards from a layered blend per bone node
CacheBones pass was not being forwarded correctly

#jira UE-199436
#rb jaime.cifuentes

[CL 30500895 by thomas sarkanen in ue5-main branch]
2024-01-09 06:00:47 -05:00
thomas sarkanen
1da43bfd3d Fix "weighted moving average" mode in modify curve node
The curve refactor missed this particular case - the weighted moving average mode is supposed to ignore the input values themselves and treat them like a mask on the incoming curves.

#jira UE-197180
#rb jaime.cifuentes

[CL 30500453 by thomas sarkanen in ue5-main branch]
2024-01-09 05:40:20 -05:00
benjamin jillich
4b5dd4b49b Exposed LOD threshold as a pin for the pose driver node
#rb Thomas.Sarkanen

[CL 30373906 by benjamin jillich in ue5-main branch]
2023-12-18 06:38:43 -05:00
kiaran ritchie
959c72b0a4 Adding "soft IK" to LegIK anim node.
#rb jose.villarroel
#JIRA UE-201320

[CL 30164446 by kiaran ritchie in ue5-main branch]
2023-12-06 14:46:33 -05:00
euan carmichael
9bb02ce1b1 Fix bug with CurveSource node where it would affect curves not present in the curve source asset
#jira UE-201417
#rb Thomas.Sarkanen

[CL 30161738 by euan carmichael in ue5-main branch]
2023-12-06 13:43:11 -05:00
benjamin jillich
7d8e68533b Add possibility to expose the LOD thresholds as pins
for the following nodes:
Control Rig
Rig Logic
Skeletal Control Base (RBAN)

The plan is to use this on AnimBPs that are shared across different characters presets so that we can granularily control compute on the LOD levels for each.


#rb andrean.franc, danny.chapman, Helge.Mathee, henry.falconer

[CL 30038397 by benjamin jillich in ue5-main branch]
2023-12-01 08:18:10 -05:00
carles fernandez
1662680b8d Disabled RBAN (Rigid Body Animation Nodes) on the server.
- Created new cvar: "p.RigidBodyNodeServer" which defaults to 0 (disabled).
- Added new STAT_RigidBodyNodeInitTime_SetupSimulation which tracks the more expensive part of calling FAnimNode_RigidBody::InitPhysics.
#rb matt.harris, richard.smith

#tests Tested in editor and cooked builds (Development and Test configs).
[FYI] richard.smith

[CL 29962655 by carles fernandez in ue5-main branch]
2023-11-28 12:14:00 -05:00
zenoengine
cc74a7cb05 PR #9749: Fix in randomplayer wrong swap code when min,max playrate need swap.
#ushell-cherrypick of 22988047 by UnrealBot
#jira UE-169258
#rb Thomas.Sarkanen

[CL 29838783 by zenoengine in ue5-main branch]
2023-11-20 06:28:04 -05:00
jason hoerner
61ec1be384 Animation Memory: 17.7 MB savings in array slack.
* 14.3 MB:  Reserve space in CurvePoseSourceIndices members in AnimNode_BoneMask and AnimNode_LayeredBoneBlend based on the exact amount used.  Many nodes don't use this feature, so the array ends up empty, but in other cases, less than 5% of the reserve is used.
* 3.4 MB:  Eliminate Reserve for QueuedTransitionEvents member in AnimNode_StateMachine.  Reserve is wasteful because it's deleted anyway by a Shrink call in FAnimNode_StateMachine::Update_AnyThread for active state machines, and only ends up sticking around for inactive state machines, where it's irrelevant, so it doesn't affect performance to take this out.

#rnx
#rb thomas.sarkanen jose.villarroel

[CL 29601012 by jason hoerner in ue5-main branch]
2023-11-09 12:34:49 -05:00
roland munguia
b892ab41ed Make Two Way Blend's "Always Update Children" pinnable to allow gameplay state to modify it.
#rnx
#rb jose.villarroel

[CL 29442879 by roland munguia in ue5-main branch]
2023-11-03 22:24:09 -04:00
david bromberg
aa2abbfe24 Sequencer- Add a new 'SequencerAnimationOverride' interface for blueprint Anim Instances.
This allows custom anim blueprints to either:
a) Allow Sequencer to swap out their anim instance during playback (swapping it back after). This is similar to checking the 'Force Custom Mode' checkbox on a Skeletal Animation track section, but at the blueprint level without having to change anything in Sequencer.
b) Provide a list of valid Anim Slot names for the Sequencer Skeletal Animation track section UI to choose from. When provided by a blueprint with the interface, a valid slot will always be chosen when creating new skeletal animation sections.

These features will allow UEFN devs to better manage Sequencer takeover of pawn animation without the user having to edit a SlotName in the Sequencer UI. To use these features will require them editing their anim blueprints to use this interface.

I had considered as part of this change hiding the Slot Name UI entirely in UEFN when there is no choice to be made, but decided against it for less UEFN-specific code.

[REVIEW] [at]ue-sequencer [at]guillaume.guay
#jira UE-199199, UE-199200
#rb Max.Chen

[CL 29316313 by david bromberg in ue5-main branch]
2023-11-01 10:25:28 -04:00
mickael gilabert
c3df45d9f7 Fix OOB when accessing SkeletonBoneIndexToBodyIndex array with a negative index
[REVIEW] [at]nicholas.frechette
#rnx

[CL 29277618 by mickael gilabert in ue5-main branch]
2023-10-31 11:43:27 -04:00