* Fixes warning when binding list/panel items to a function instead of a property
[REVIEW] [at]editor-ui-systems
#tests Changed binding from a property to a function
#rb zahra.nikbakht
[CL 36803206 by christian savoie in 5.5 branch]
Therefore, compilation of the assets were failing on production backend.
Some other undetected? cases have been corrected at the same time.
swarm review has been upvoted in another branch : https://p4-swarm.epicgames.net/reviews/36646875
#rb JeanMichel.Dignard
#rnx
#tests Tested with and without fix on shipping build. Saw the bug happening while debugging
[CL 36765502 by alain lafleur in 5.5 branch]
//Fortnite/Main/...
to //Fortnite/Dev-FN-32/...
Data driven condition bindings
Authoring and compilation of the new type is hidden behind a project setting.
Fix crash when changing hooked event and trying to edit conversion function parameters.
Fix issue with events valid source check node being purged from the graph upon regenerating connections in the wrapper graph.
Fixes FORT-768257
#tests Tested in editor and in game. Tried with widget property bindings, tried with vm bindings. Verified with multiple bindings to ensure we only execute when it's the condition property that is modified. Ran with cooked version. Tested in standalone and pie.
#rnx
#rb Vincent.Gauthier
[CL 36754418 by alain lafleur in 5.5 branch]
[REVIEW] [at]editor-ui-systems
#tests Add a new VM that defaults to resolver, restart editor to see data being saved correctly
[CL 36172869 by christian savoie in 5.5 branch]
Make Node Bindings show display name rather than node class name
#rb daren.cheng
#tests editor
[FYI] editor-ui-systems
[CL 35937414 by daren cheng in ue5-main branch]
Since GetThenPin was added to UK2Node in 5.x, derived classes don't need to provide their own implementations. These were largely identical to the one in UK2Node. Additionally, overriding non-virtual functions can be error prone if there's an expectation of polymorphic behavior.
#rb dan.oconnor, jodon.karlik
#rnx
[FYI] George.Rolfe
[CL 35782464 by dave jones2 in ue5-main branch]
* Fixed a mixed up condition
* Cleanup resolver reference when not using it as a creation type.
[REVIEW] [at]editor-ui-systems, [at]jc.authier
#tests Changed creation types. Added a VM that's defaulted to use resolver type.
#rb daren.cheng, jc.authier
[CL 35642642 by christian savoie in ue5-main branch]
The temporary array holding the generated graphs should not be affected by undo because it holds data created on the compiler context which is itself not transactional.
#jira UE-211315
#rb daren.cheng
[CL 35582017 by zahra nikbakht in ue5-main branch]
This is a large suite of changes that are being submitted in bulk for build-health reasons:
Core machinery:
- FMovieSceneNumericVariant: This is the base variant type that represents either a double, or a custom object. It is not much use on its own, but provides the basis for the time-warp variant, and will be the basis for parameterization.
- FMovieSceneTimeWarpVariant: This is a drop in replacement for a double PlayRate/TimeScale UProperty that can now represent a time-warp or play rate curve, a loop, a clamp, or a fixed time. It also provides functionality for remapping time, and inverse remapping time.
- The following interpolation types have been added/improved to add Derivative and Integral functionality
* FConstantValue: Represents a curve of the form y=c
* FLinearInterpolation: Represents a curve of the form y=mx + c
* FQuadraticInterpolation: Represents a curve of the form y=ax^2 + bx + c.
* FCubicInterpolation: Represents a curve of the form y=ax^3 + bx^2 + cx + d.
* FQuarticInterpolation: Represents a curve of the form y=ax^4 + bx^3 + cx^2 + dx + e. Does not support integration.
* FCubicBezierInterpolation now has an AsCubic method that converts it to a cubic polynomial form, which also allows derivative/integral functionality.
- FPiecewiseCurve(Model): A generic read-only piecewise curve implementation and curve editor model. Used to display derivative curves for playrate.
- FMovieSceneTimingParameters: A struct for specifying section timing that simplifies computation of a transform. I wanted to replace all implementations with this but current deprecation mechanisms were prohibitively restrictive. More work will be needed there to remove legacy code.
- FMovieSceneTimeWarpChannel: A new channel type that defines time in one of two domains: PlayRate or Time
Curve Editor: Added the ability to specify custom axes and child curves
- Custom Axes:
* Custom axes can now be assigned to each curve within a view, and the axis defines the scaling for that curve.
* This allows us to have multiple different 'spaces' on the same view that have vastly different scales (for instance, play rate, and tick resolution times)
- Child Curves:
* Child curves are added whenever their parent is added. This allows us to show the derivative of a play rate curve on the curve editor.
Sequencer: Added Owning Object and key offsets to channel meta-data and curve models, made Sequencer key-editors polymorphic,
- New options on channel proxy entries allow us to specify that a channel's keys are relative to their section start time via a key offset
- New options in the curve editor models allow for a non-UMovieSceneSection owner object type
#jira UE-149871
#rb Ludovic.Chabant, David.Bromberg, Max.Chen
[CL 34813298 by andrew rodham in ue5-main branch]