- 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
--------
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]
- 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]
- Added support for using a curve to map from input range to output range
- Added compilation warnings when a bone or component still needs to be selected
- Added a customization to hide the range/multipler when using a curve, and gated editing of the range based on bUseRange
- Minor optimization to evaluation speed
- Reorganized the properties into logical groups (Source/Driver, Mapping, Destination/Driven)
[CL 2591125 by Michael Noland in Main branch]
- Changed some classes from MinimalAPI to full export, since all methods were already being exported
- Added some comments
- Some style tweaks (tabs/ws in function declarations)
[CL 2583709 by Michael Noland in Main branch]
- Moved all skeletal control nodes to start out
Upgrade Note: Modules containing custom animation nodes will need to have a dependency on the new "AnimGraphRuntime" module added to their Build.cs file
#codereview lina.halper
[CL 2582755 by Michael Noland in Main branch]
Big conversion of FStrings and FNames to FText.
Version bump to move some MaterialFunction UProperty from a TArray<FString> to TArray<FText> (some Engine assets are older than being allowed to auto-convert the UProperty)
Auto conversion of FName to FText (and back) now supported (as well as TArrays of those types).
Searching categories by both the localized string and the source string is now supported in Blueprints.
#jira UE-14481 - We are missing ability to translate node categories
#codereview Justin.Sargent
[CL 2542875 by Michael Schoell in Main branch]
Blueprint node searching now leverages localized keyword metadata for searching, so searches can now be done in the current langauge and English to find the same nodes.
#jira UE-12049 - Using translated editor, Blueprint node search returns differ for English search terms compared to search terms in the current language
#codereview justin.sargent
[CL 2517785 by Michael Schoell in Main branch]