- It uses same blend set up as blend list
- Because of this, now we're not testing weight <ZERO_ANIMWEIGHT, but we test Blend.IsComplete
- Now we still advance montage since if the custom curve contains longer 0, anim is likely to pause if he comes back from 0. (I had wacky test case)
#ANIM: Single node instance's inconsistency of montage weight has been resolved
- This also contains montage update change where now montage advance prior to node update
- Also made new function for node update, so that single node instance can use that function instead of nativeupdateanimation, which happens prior to weight update causing all inconsistency
- Enabled node weight debuging define for montage, so that we can see if any other case is causing it
- This also fixes crash when montage gets terminated after weight has been updated
Merging
//depot/UE4-Orion/...
to //depot/UE4-Orion/...
[CL 2687868 by Lina Halper in Main branch]
Fix BlendListByEnum to properly handle enum redirectors. It now fixes up the visible enum names on load
Fix several k2 nodes that weren't calling Super::PostReconstructNode correctly, this was causing enum references in them to not get fixed up with redirectors. You need to call the super after figuring out the wildcard pin types
#codereview dan.oconnor, lina.halper
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2683959 by Ben.Zeigler on 2015/09/08 19:33:34.
[CL 2683965 by Ben Zeigler in Main branch]
- Now it gets weight data and use that weight data without recalc in eval
- Also made montage instance's members to be private
- changed single node to get weight and use that weight for eval - same as normal anim BP
- changed update weight of montage to happen before native update animation
Merging
//depot/UE4-Orion/Engine/Source/...
to //depot/UE4/Engine/Source/...
[CL 2682922 by Lina Halper in Main branch]
- One driver value can now drive multiple components
- How a component is driven is now configurable (add to input, replace, add to ref pose and replace)
- The range limit is now defined on the input (before the multiplier is applied) rather than the output (existing ranges are fixed up on load)
- New details customization to make working with the node easier
- Individual scale components can now be a driver or one of the driven components, rather than just the max component of scale
- The node title now displays the driving equation (e.g., driven.rotation.z = -0.5 * driver.rotation.x)
Animation: Added a custom version for AnimGraph/AnimGraphRuntime usage
Upgrade Note: The exact behavior of the original node was not preserved, but there are now more configuration options, so please revisit any uses of bone driven controllers in your animation blueprints
[CL 2606968 by Michael Noland in Main branch]
New FunctionMetadta "BlueprintAutocast" was added.
todo: add warning in UHT
todo: remove hardcoded functions from UEdGraphSchema_K2::SearchForAutocastFunction
#codereview Mike.Beach
[CL 2604137 by Maciej Mroz in Main branch]