Added the abiity to tag and retrieve any anim graph node (similar to how we could reference linked anim graph nodes previously).
Ported linked anim graph nodes to use the new system
Added the ability to reference any anim graph node by tag (via a new custom node, spawnable from the context menu, with the appearance of an actor reference in a level blueprint)
Added tag display and editing in the bottom-right of anim graph nodes
Added new override point to SGraphNodeK2Var to allow for title widget parameters to be overriden by child classes
#jira UE-126286 - Anim node functions: Add anim node references
#rb Jurre.deBaare
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 17472894 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17472913 by thomas sarkanen in ue5-release-engine-test branch]
Ordering of error reporting and functions switched
Incorporated debug vis for players & blendspaces into nodes
Fixed blendspace graphs not displaying functions
Also fixes regular BP composite nodes showing their error indicator in the title bar
Tweaked appearance of player nodes to incorporate their sliders
#rb Jurre.deBaare
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 17437639 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17437665 by thomas sarkanen in ue5-release-engine-test branch]
#ROBOMERGE-SOURCE: CL 17185933 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17185945 by johan duparc in ue5-release-engine-test branch]
Description: Make it so breakpoints are saved in the EditorPerProjectUserSettings ini rather than blueprint uasset files so that they can be excluded from version control and be unique to the user
#jira UE-119540
#rb Ben.Zeigler
#ROBOMERGE-SOURCE: CL 16959614 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16959625 by jordan hoffmann in ue5-release-engine-test branch]
[FYI] jordan.hoffmann
Original CL Desc
-----------------------------------------------------------------
Feature: Move breakpoint storage out of the uasset file
Description: Make it so breakpoints are saved in the EditorPerProjectUserSettings ini rather than blueprint uasset files so that they can be excluded from version control and be unique to the user
#jira UE-119540
#preflight 60fa0407224826000161cd31
#ROBOMERGE-SOURCE: CL 16934737 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16934748 by jordan hoffmann in ue5-release-engine-test branch]
Description: Make it so breakpoints are saved in the EditorPerProjectUserSettings ini rather than blueprint uasset files so that they can be excluded from version control and be unique to the user
#jira UE-119540
#preflight 60fa0407224826000161cd31
#ROBOMERGE-SOURCE: CL 16933419 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16933421 by jordan hoffmann in ue5-release-engine-test branch]
[FYI] jordan.hoffmann
Original CL Desc
-----------------------------------------------------------------
Feature: Move breakpoint storage out of the uasset file
Description: Make it so breakpoints are saved in the EditorPerProjectUserSettings ini rather than blueprint uasset files so that they can be excluded from version control and be unique to the user
#jira UE-119540
#ROBOMERGE-SOURCE: CL 16929845 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16929852 by jordan hoffmann in ue5-release-engine-test branch]
Description: Make it so breakpoints are saved in the EditorPerProjectUserSettings ini rather than blueprint uasset files so that they can be excluded from version control and be unique to the user
#jira UE-119540
#ROBOMERGE-SOURCE: CL 16915099 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16915117 by jordan hoffmann in ue5-release-engine-test branch]
Instead, add 'SourceIndex' directly to UEdGraphPin and remove the map
Too many edge cases where something would modify pins directly, and the map would get out of sync with actual pins
#jira UE-119861
#rb lauren.barnes
#ROBOMERGE-SOURCE: CL 16897567 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16897572 by ben ingram in ue5-release-engine-test branch]
#ROBOMERGE-SOURCE: CL 16776954 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16776970 by jack cai in ue5-release-engine-test branch]
Deprecate TAlignmentWidgetSlotMixin old declartive function. They were not invalidating the widget.
Deprecate TPanelChildren.Add and Insert function. We now use TUniquePtr, the ownership of the Slot wouldn't exist outside of the life of the slot.
#jira UE-109145
#preflight 60c262b49e139d000114edda
#ROBOMERGE-SOURCE: CL 16639956 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v831-16623017)
[CL 16639979 by patrick boutot in ue5-release-engine-test branch]
Additional changes:
- Deprecates the previous method for specifying a singular custom class viewer filter and updates all existing occurrences of this pattern in engine code.
- Extends the property editor utilities interface to expose custom class filter(s) that can be applied to the class picker widget used for editing class property values.
- Adds an implementation of this interface to SDetailsView such that additional class filter(s) can now be configured to be applied to all underlying class property nodes.
#jira UE-108316
#rb Lauren.Barnes
#preflight 60c2102e8ae8960001110d50
#ROBOMERGE-OWNER: phillip.kavan
#ROBOMERGE-AUTHOR: phillip.kavan
#ROBOMERGE-SOURCE: CL 16623084 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v831-16623017)
#ROBOMERGE-CONFLICT from-shelf
[CL 16623246 by phillip kavan in ue5-release-engine-test branch]
"Call function" anim node:
- Adds the ability to call functions at different points in the anim graph execution (and under different conditions, e.g. when a branch has started blending in). Only thread-safe functions are allowed to be called.
- Adds a thread-safe override point BlueprintThreadSafeUpdateAnimation, called on worker threads for the main instance and for linked instances when they are relevant in the graph (only one call per frame for linked layer instances).
Subsystems:
- Added new override points pre/post event graph(s) (moved override point for worker thread work to around the thread safe update function call).
Improves property access integration:
- Property access now shows (and allows the user to override) the call site of accesses. This is to allow users to see when their property access calls will be made, hopefully making its use less confusing for power users.
- Tweaked UX for property access nodes and dropdowns.
- Anim node pins now have property access bindings in-line on the pin.
Also adds the abilility for the anim graph to opt-in (via a config flag) to more stringent thread safety checks. Disabled by default for now as this requires content fixup.
#jira UE-115745 - Anim Blueprint Encapsulation
#rb Jurre.deBaare
[CL 16434092 by Thomas Sarkanen in ue5-main branch]
- Instead, use control flow materials use the regular root node, with an exec input stacked on top
- Execution begin expression remains
- Will simplify graph processing, as now we only have a single end-point
#rb none
#jira none
[CL 16331502 by Ben Ingram in ue5-main branch]