Commit Graph

150 Commits

Author SHA1 Message Date
Richard Hinckley
6ceaa5aba7 Cleaning out programmer-only comments that were harvested by Doxygen.
#platformnotify Josh.Adams

[CL 2690143 by Richard Hinckley in Main branch]
2015-09-14 09:25:39 -04:00
Lina Halper
0f59150df1 #ANIM: Montage supports more than linear blending
- 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]
2015-09-11 10:26:57 -04:00
Mike Fricker
c770903714 [INTEGRATE] Compile times: Working on eliminating <Module>Classes.h header files (part 2)
- Updated DataStreamCore and DataStreamEditor modules to not use *Classes.h files

[CL 2686122 by Mike Fricker in Main branch]
2015-09-10 09:24:59 -04:00
Ben Zeigler
c2a25b2c11 #UE4 Fix UE-20879
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]
2015-09-08 19:37:41 -04:00
Lina Halper
9bd36fbc1f #ANIM: Better fix for kurohane crash due to inconsistent weight of montages
- 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]
2015-09-08 09:01:12 -04:00
Benn Gallagher
5315048ee4 [Merging using UE4-Orion-To-UE4] - Added Blend Profiles to USkeleton - Per-Bone blending scales for blend list nodes and state machine transitions.
[CL 2676948 by Benn Gallagher in Main branch]
2015-09-02 10:20:31 -04:00
Lina Halper
aa5c71dc02 #ANIM: Trail joint - converted TrailRelaxation to curve to support multiple joint chain
Merging

//depot/UE4-Orion/Engine/Source/...

to //depot/UE4/Engine/Source/...

[CL 2671585 by Lina Halper in Main branch]
2015-08-27 17:25:44 -04:00
Dan Oconnor
f44d605357 Further optimizations to blueprint context menu constrution. Avoiding copying strings, recalculation of categories.
[CL 2661618 by Dan Oconnor in Main branch]
2015-08-19 16:36:07 -04:00
Josh Markiewicz
f8d83447e1 #Integration FN->Main from CL#2642868
Engine Source changes

[CL 2645403 by Josh Markiewicz in Main branch]
2015-08-05 15:54:57 -04:00
Benn Gallagher
fb394bc3a5 Fix for anim graph node properties with names in their names failing to update
[CL 2640601 by Benn Gallagher in Main branch]
2015-07-31 13:44:15 -04:00
Benn Gallagher
b15905ff1d Fix for crash undoing state nodes
#UE-18993

[CL 2631108 by Benn Gallagher in Main branch]
2015-07-23 15:27:40 -04:00
Lina Halper
bb3cbeb9d2 #ANIM: Moving available animnodes to AnimGraphRuntime module
[CL 2629295 by Lina Halper in Main branch]
2015-07-22 14:37:24 -04:00
Lina Halper
ba6ddeccb9 #ANIM: Created [copy pose from mesh] node.
Allows users to get a pose from one mesh to the other pose.

[CL 2629217 by Lina Halper in Main branch]
2015-07-22 13:59:07 -04:00
bruce nesbit
10da1d1049 Fixed several non unity compile errors
[CL 2621446 by bruce nesbit in Main branch]
2015-07-15 03:14:18 -04:00
Michael Noland
ddeba68494 Editor: Fixed order-of-initialization warning in SRotatorInputBox
Animation: Checking in missing file

[CL 2621148 by Michael Noland in Main branch]
2015-07-14 19:06:17 -04:00
Michael Noland
1c1ad02a66 Graph Editor: Exposed a way to remove a slot from a SNodePanel::SNode and added support for node bubbles rendering correctly when there is no top slot
Animation: Updated the observe bone node to not display the ...
#jira UE-18570
#codereview ben.cosh

[CL 2620998 by Michael Noland in Main branch]
2015-07-14 17:51:17 -04:00
Michael Noland
7fec532e26 Animation: Added a remap range to the bone driven controller when clamping is enabled, and added a note about the driven bone space
[CL 2619198 by Michael Noland in Main branch]
2015-07-13 19:53:41 -04:00
Michael Noland
af45d869d6 Animation: Temporary fix for the popup bubbles on observe bone nodes being displayed offscreen
#codereview ben.cosh

[CL 2619113 by Michael Noland in Main branch]
2015-07-13 19:02:41 -04:00
Michael Noland
9c496c9cfe Animation: Replaced a property literal reference with GET_MEMBER_NAME_CHECKED
[CL 2617506 by Michael Noland in Main branch]
2015-07-10 20:08:55 -04:00
Benn Gallagher
1ec8481b50 Fix for crash when undoing custom transition blend logic selection. Modify the parent graph so the transaction gets properly recorded.
[CL 2616529 by Benn Gallagher in Main branch]
2015-07-10 08:32:28 -04:00
Hyojong Shin
d804ee9928 Fixed a bug which was hiding Joint Target Location Pin in TwoBoneIK node
#code_review : lina.halper

[CL 2608707 by Hyojong Shin in Main branch]
2015-07-02 02:32:24 -04:00
Benn Gallagher
26397476c1 Non-Linear blend support for blend lists and state transitions
[CL 2607400 by Benn Gallagher in Main branch]
2015-07-01 09:45:27 -04:00
Michael Noland
2d953ade9f Animation: Improved bone driven controllers
- 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]
2015-06-30 22:25:56 -04:00
Michael Noland
7d410e7509 Animation: Created an Observe Bone skeletal control that can be used to debug animations (prints out the current transform of a bone in the input pose as a bubble above the node)
[CL 2606949 by Michael Noland in Main branch]
2015-06-30 22:16:20 -04:00
Maciej Mroz
23bb4fc3e8 UE-17499 Could use a way to add custom type auto-conversions for blueprints
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]
2015-06-29 12:18:57 -04:00