Useful for fixing scaling issues arising from "Layered blend per bone" node. For example, when blending lower body locomotion with upper body aiming and feathering the lower body weight up the spine, scaling on the spine can propogate through the skeleton to the hands causing them to drift from the weapon. This removes the need to manually fixup the spine's scale after blending the poses.
BlendMeshPosesPerBoneWeights and BlendLocalPosesPerBoneWeights are now folded into a single function: BlendPosesPerBoneFilter.
[CODEREVIEW] Lina.Halper, Laurent.Delayen, Aaron.Cox
#rns
#ROBOMERGE-SOURCE: CL 6661692 via CL 6661829
#ROBOMERGE-BOT: (vundefined-6654089)
[CL 6661835 by braeden shosa in Main branch]
Merging
//Tasks/Fortnite/Dev-UEA-ControlRig/...
to //Fortnite/Main/...
[FYI] lina.halper
#ROBOMERGE-SOURCE: CL 6597997 via CL 6601432
#ROBOMERGE-BOT: (v351-6581450)
[CL 6601520 by helge mathee in Main branch]
Add option to simulate rigidbody animnodes in the frame in which they're reset (effectively skipping forward a frame).
#ROBOMERGE-SOURCE: CL 6431438 via CL 6431522 via CL 6432480
[CL 6442365 by satchit subramanian in Main branch]
//Tasks/Fortnite/Dev-UEA-ControlRig/Engine/...
to //Fortnite/Main/Engine/...
Original CL: 6081637
#jira: UEA-490
#rb lina.halper
#ROBOMERGE-SOURCE: CL 6098916 via CL 6100686
[CL 6100754 by helge mathee in Main branch]
#rb Steven.Barnett
[FYI] Lina.Halper
#ROBOMERGE-SOURCE: CL 6023527 via CL 6023529 via CL 6023813 via CL 6023852 via CL 6024825
[CL 6024947 by satchit subramanian in Main branch]
#rb Steven.Barnett
[FYI] Lina.Halper
#ROBOMERGE-SOURCE: CL 6019009 via CL 6019011 via CL 6019212 via CL 6019249 via CL 6023326
[CL 6023427 by satchit subramanian in Main branch]
#rb: Martin.Wilson
#jira: FORT-113893
#ROBOMERGE-SOURCE: CL 5768200 via CL 5768201 via CL 5768840 via CL 5770648
[CL 5770764 by lina halper in Main branch]
- where it seems the reference contains invalid skeleton
- refSkeleton access seems violated
- copied Jaren's fix w.r.t. evaluation crash due to setting different AnimBP in the middle of evaluation
#code review: Thomas.Sarkanen
#jira: FORT-160974, FORT-149957
#ROBOMERGE-SOURCE: CL 5672339 via CL 5675808
[CL 5675866 by lina halper in Main branch]
Added force params to allow debugging of frame skip/interpolation issues.
Fixed rigid body node being continually reset when running external frame skips.
#rb Jurre.deBaare
#ROBOMERGE-SOURCE: CL 5424932 via CL 5432591
[CL 5432738 by thomas sarkanen in Main branch]
Added a new bool flag array as part of the FAnimExtractContext to be optionally used for disabling retrieval of bone transforms. The PoseDriver can then fill this array based on the bones it is interested in.
#ROBOMERGE-SOURCE: CL 5305476 via CL 5309252
[CL 5309332 by helge mathee in Main branch]
* adding debug drawing for the cones used for each target
* adding a new normalization mode using a median cone
* adding overrides for distance method + function type per target
* improving the reloading of the pose list to maintain settings for known poses
#rb Lina.Halper, James.Golding
#ROBOMERGE-SOURCE: CL 5089485 via CL 5091026
[CL 5091045 by helge mathee in Main branch]
[FYI] Luke.Tannenbaum
Validate BaseBoneRef in Update FAnimNode_RigidBody::IsValidToEvaluate(). Should fix crashes caused by referencing bones that don't exist at some LODs.
#ROBOMERGE-SOURCE: CL 5064673 via CL 5065477
[CL 5066422 by aaron cox in Main branch]
Fixed a bug as uncovered by the new unit test (to be checked in in a separate submit).
* Added a new automation test file setup for animation
* Added a unit test for the calculate velocity node.
#rb Lina.Halper
#rb Aaron.Cox
#ROBOMERGE-SOURCE: CL 4996498 via CL 4996991
[CL 5000426 by helge mathee in Main branch]
1) An easing node which can take a float value and run it through most of the easing functions available in FMath
2) A node to record motions over time and output an averaged velocity. This is useful for tracking the velocity of say a weapon and drive secondary effects.
3) A node which is a monolithic large version of 2) to make it easy for riggers to track the velocity of a bone / socket.
#rb Lina.Halper, Laurent.Delayen
[FYI] Laurent.Delayen
#ROBOMERGE-SOURCE: CL 4974686 via CL 4975432
[CL 4976695 by helge mathee in Main branch]
Two changes fixed this. First we invert out the RateScale when calculating the PlayRate inside FAnimNode_SequenceEvaluator::UpdateAssetPlayer, since it get's multiplied back in the CreateTickRecordForNode function. This stops the jittering but the animation playback isn't scaled. To fix that we modify the Sequencer sections PlayRate by the asset'ss RateScale.
#jira UE-63636
#rb max.chen, martin.wilson
#ROBOMERGE-SOURCE: CL 4896912 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)
[CL 4896913 by max chen in Main branch]