Commit Graph

78 Commits

Author SHA1 Message Date
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
henrik karlsson
4a5e13525d Fixed non-unity non-pch compile errors
#preflight skipped
#rb none

[CL 22788359 by henrik karlsson in ue5-main branch]
2022-10-26 16:22:34 -04:00
henrik karlsson
b5b86c796c This change is a strategical submit for a coming change that removes lots of includes in headers that are included by many files. This change contains adding of includes in files that previously got those includes transitively from other inclkudes
#preflight 6355d4940313c24974b2107b
#rb none

[CL 22783162 by henrik karlsson in ue5-main branch]
2022-10-26 12:57:32 -04:00
bryan sefcik
b93a6cf7ed Pass 1 on editor include fixes:
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.

#jira
#preflight 631e283bec5b0c765fc0ffdb

[CL 21960084 by bryan sefcik in ue5-main branch]
2022-09-11 18:33:06 -04:00
kiaran ritchie
9ece7682e8 Adding "Preview Scene Settings" tabs to IK Rig & Retarget editors.
This change also added a delegate to FPersonaToolkitArgs with reference to a IDetailBuilderLayout so assets can customize the Preview Scene Settings.

#JIRA https://jira.it.epicgames.com/browse/UE-148894
#rb halfdan.ingvarsson
#preflight
#preflight 631b7a00967ffc68fb262e06

[CL 21924418 by kiaran ritchie in ue5-main branch]
2022-09-09 13:58:03 -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
Vincent Gauthier
4fcae87031 Fix to ExtendMenu fonction to properly call EndSection before BeginSection.
#rb steven.barnett
#jira UE-160709
#preflight 62f51152086f90bbc4165d70

[CL 21335867 by Vincent Gauthier in ue5-main branch]
2022-08-11 10:30:17 -04:00
nick brett
be3323e0db [UE][FEATURE] PhAT Constraint Transform Editing
- Enable users to view and edit the parent and child frame transforms of constraints in the PhAT details panel
- Constraint transforms are represented as a position and a rotator in the details panel (internally they are represented as a position and a pair of orthonormal vectors)
- Constraint transforms can optionally be displayed in the frame of the assocaited bone OR relative to the default (snapped) transforms
- Allow parent / child transform position / orientation componenets to be 'snapped' to defaults individually
- Support using modifier keys to manipulate only the child frame transform via a viewport widget

#jira UE-119744
#jira UE-119741
#rb [at]Thomas.Sarkanen, [at]sebastian.nordgren
#preflight 62f13b9a23003b62a3d4c277

#ROBOMERGE-AUTHOR: nick.brett
#ROBOMERGE-SOURCE: CL 21282618 via CL 21282632 via CL 21282638
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21283069 by nick brett in ue5-main branch]
2022-08-09 07:30:26 -04:00
steven barnett
dd1f657e9a This change adds a UBodySetup from-text factory called FBodySetupObjectTextFactory, which is used in PHAT and the Static Mesh editor to enable cross-copy/pasting of shapes from physics setups.
In FN, the workflow for creating physics assets for vehicles often involves importing at least one static mesh and copying collision shapes from it. It's currently really challenging to copy individual shapes between static and skeletal mesh body setups. With the added shape copy/paste commands, we get a lot more flexibility out of SM editor and PHAT, and a somewhat simpler workflow.

If we have physics assets A and B and we want to add one shape (or a specific subset of shapes) from a body in A to a body in B, this change is needed to do that. Since I'm trying to do this all the time while editing physics assets for vehicles, I use this shelf locally.

#rb benn.gallagher, nick.brett, satchit.subramanian

#ROBOMERGE-AUTHOR: steven.barnett
#ROBOMERGE-SOURCE: CL 20861874 via CL 20861887 via CL 20861898
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20876607 by steven barnett in ue5-main branch]
2022-06-29 12:17:25 -04:00
steven barnett
d4e750825a Add PHAT controls for setting and selecting per-shape collisionenabled settings. Specifically:
- Added menu options for setting shapes to QueryAndProbe and ProbeOnly
- Added PHAT actions for selecting shapes in a body based on collision type (useful for complex physics setups)

This change depends on 20366101, which adds the QueryAndProbe and ProbeOnly CollisionEnabled settings going in first.

#rb nick.brett

#ROBOMERGE-AUTHOR: steven.barnett
#ROBOMERGE-SOURCE: CL 20797066 via CL 20799858 via CL 20801530
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20803683 by steven barnett in ue5-main branch]
2022-06-23 18:08:51 -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
Benn Gallagher
8757cb3641 Physics interface cleanup.
* Removed deprecated or dead code paths
* Simplified build system setup for physics support
* Deprecated build system flags and unsupported macros

#jira none
#rb Chris.Caulfield, Kriss.Gossart
#preflight 62963ec0fe779f23c8ea0c5e

[CL 20450744 by Benn Gallagher in ue5-main branch]
2022-06-01 06:59:18 -04:00
robert manuszewski
d1443992e1 Deprecating ANY_PACKAGE.
This change consists of multiple changes:

Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used  in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values

AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes

Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names

#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32

#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786

#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)

[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
steven barnett
ebead19673 Shape selection in PHAT - selecting shapes in viewport selects them also in skeleton tree.
This appears to have already been implemented, but had 2 bugs.

PhysicsAssetEditor::FShapeData needs all data to represent a unique shape, but did not include primitive type. Primitive index is the index into the list of primitives of a type, not into the full list of primitives, so primitive type needed to be added to this struct.

FPhysicsAssetEditor::HandleViewportSelectionChanged was looking for shapes within the list of selected constraints rather than the list of selected bodies. This change adds code to check the body selection for shapes _as well as_ the constraint selection. I left the constraint selection bit in there in case we want selecting a constraint to select the shapes it's attached to.

[FYI] benn.gallagher, chris.caulfield, gates.aldridge, satchit.subramanian

#ROBOMERGE-AUTHOR: steven.barnett
#ROBOMERGE-SOURCE: CL 20341171 via CL 20341211 via CL 20341235
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)

[CL 20341859 by steven barnett in ue5-main branch]
2022-05-23 19:58:38 -04:00
cedric caillaud
273549a5b3 Phat : fix invalid reported number of bodies and ocnstraints when pasting from nothing, also fixed typo
#rb trivial
#jira none
#preflight 62841fa14c6f62e119883f71

[CL 20253620 by cedric caillaud in ue5-main branch]
2022-05-17 19:35:07 -04:00
nick brett
78a3520cbc [UE][FEATURE] PhAT - Move Simulation Floor Collisions option to Editor Options so that it persists across editor instances.
#rb Thomas.Sarkanen
#preflight 627cce5480307e522bc78107

#ROBOMERGE-AUTHOR: nick.brett
#ROBOMERGE-SOURCE: CL 20162683 via CL 20162686 via CL 20162689
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20163248 by nick brett in ue5-main branch]
2022-05-12 08:09:12 -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
nick brett
4438285ef9 [UE][FEATURE] Allow floor collisions to be disabled during simulation in PhAT
- Added a Floor Collision Enabled Checkbox to the 3-dots options menu attached to
the Simulate Tool bar button in PhAT.

#rb [at]Cedric.Caillaud
#preflight 626bdfcf7272eba608628667

#ROBOMERGE-OWNER: nick.brett
#ROBOMERGE-AUTHOR: nick.brett
#ROBOMERGE-SOURCE: CL 20022773 via CL 20022869 via CL 20022876
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20023223 by nick brett in ue5-main branch]
2022-05-03 06:39:43 -04:00
nick brett
7e1eab27e2 [UE][Feature] RBAN Better Debug Draw - 2nd attempt
- Added Debug Visualization of physics bodies and constraints for RBAN nodes in AnimBP editor
- Added checkboxes to filter debug Visualization to Phat skeleton tree
- Created a new PhysicsAssetRenderSettings class that incorporates the debug rendering and filtering settings from Phat
- Created a new PhysicsAssetRenderUtilities namespace that incorporates the debug rendering and filtering code from Phat
- Synchronize debug visualization of physics bodies and constraints between Phat and AnimBP editors

oringinaly submitted as cl-19242421 but failed on non-unity build so backed out

#rb [at]Chris.Caulfield, [at]Thomas.Sarkanen, [at]Cedric.Caillaud
#preflight 6221e57d335298c3145112d1

#ROBOMERGE-OWNER: nick.brett
#ROBOMERGE-AUTHOR: nick.brett
#ROBOMERGE-SOURCE: CL 19283727 via CL 19295417 via CL 19304854 via CL 19304870
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)

[CL 19347122 by nick brett in ue5-main branch]
2022-03-10 21:02:14 -05:00
cedric caillaud
d4defade73 Physics Asset editor fixes
- Refresh physics asset editor hierachy when pasting bodies from clipboard
- Copy of only constraints now works
- Change wording of the copy a/ paste commands to reflect teh body constraint dulaity
- Fix duplicate menu entry for constraint context menu

#rb none
#jira UE-126847, FORT-425181, FORT-425179, FORT-425180
#preflight 61f0cfb0e12e3fcf9b077ba8

#ROBOMERGE-AUTHOR: cedric.caillaud
#ROBOMERGE-SOURCE: CL 18732730 in //UE5/Release-5.0/... via CL 18732731 via CL 18732779
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18732783 by cedric caillaud in ue5-main branch]
2022-01-26 00:50:12 -05:00
Marc Audy
c43360f47c Eliminate whitespace only differences between Release-Engine-Staging and Release-Engine-Test
#[fyi] Aurel.Cordonnier

#ushell-cherrypick of 18448630 by Marc.Audy
#preflight none

[CL 18483677 by Marc Audy in ue5-main branch]
2021-12-17 03:41:59 -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
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
danny chapman
2a43406efe Fix/improve transparency sorting and shading in editor when opacity is 1
Option for the grab/poke raycast distance

#jira UE-129539
#jira UE-130564

#rb cedric.caillaud
#preflight 615c2e46f556160001b5d5d5

#ROBOMERGE-AUTHOR: danny.chapman
#ROBOMERGE-SOURCE: CL 17719687 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v879-17706426)

[CL 17719705 by danny chapman in ue5-release-engine-test branch]
2021-10-05 07:48:54 -04:00
aurel cordonnier
7f517562d5 Merge from Release-Engine-Staging @ 17438845 to Release-Engine-Test
This represents UE4/Main @17430120 and Dev-PerfTest @17437669

[CL 17439044 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-06 12:23:53 -04:00