Helge Mathee
d00c32b240
Control Rig: Fix nullptr issue with GraphPinVariableBinding
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#rb na
#preflight skip
#jria na
[CL 23219306 by Helge Mathee in ue5-main branch]
2022-11-21 07:21:29 -05:00
Helge Mathee
781b4aa049
RigVM: Control Flow functionality - core side
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#rb sara.schvartzman
#fyi jaime.cifuentes
#preflight https://horde.devtools.epicgames.com/job/63776859f514e1ded9a29455
[CL 23192178 by Helge Mathee in ue5-main branch]
2022-11-18 06:25:07 -05:00
sara schvartzman
5a73884b13
Control Rig: Fix static analysis warning
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#jira na
#rb trivial
#preflight https://horde.devtools.epicgames.com/job/637752f633774509005d94af
[CL 23192131 by sara schvartzman in ue5-main branch]
2022-11-18 06:16:00 -05:00
sara schvartzman
788b2b049f
Control Rig: Fix ensure ReferencedFunctionPath_DEPRECATED is empty
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#jira UE-170413
#rb helge.mathee
#preflight https://horde.devtools.epicgames.com/job/637672d9c85523092aa5a1b4
[CL 23191780 by sara schvartzman in ue5-main branch]
2022-11-18 04:44:06 -05:00
sara schvartzman
d5ec098941
Control Rig: Fix FunctionReferenceSpawner loading all the rigs with public functions
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#jira UE-170249
#rb.helge.mathee
#preflight https://horde.devtools.epicgames.com/job/63764c53bf76990b7131d537
[CL 23191776 by sara schvartzman in ue5-main branch]
2022-11-18 04:43:08 -05:00
sara schvartzman
7add6c3049
Control Rig: Fix static analysis warning
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#jira na
#rb trivial
#preflight none
[CL 23177661 by sara schvartzman in ue5-main branch]
2022-11-17 11:56:29 -05:00
sara schvartzman
ca680ebd3e
Control Rig: Do not load all control rigs with public functions when opening a control rig editor
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#jira UE-170249
#rb helge.mathee
#preflight https://horde.devtools.epicgames.com/job/63751f881c114bec0508eab4
[CL 23174230 by sara schvartzman in ue5-main branch]
2022-11-17 06:53:56 -05:00
sara schvartzman
721bfe6f1e
Control Rig: Fix cannot add public functions from old libraries
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#jira na
#rb helge.mathee
#preflight https://horde.devtools.epicgames.com/job/63752105bf76990b71c9fd81
[CL 23174215 by sara schvartzman in ue5-main branch]
2022-11-17 06:53:08 -05:00
bryan sefcik
d608130583
Tweaked unity sizes.
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#jira
[FYI] joe.kirchoff
#preflight 63757482b6636838283838da
[CL 23172508 by bryan sefcik in ue5-main branch]
2022-11-17 00:29:06 -05:00
Mike Zyracki
204191e982
CIS TObjectPtr<> in UFUNCTION fix
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#preflight na
#jira na
#rb na
[CL 23157310 by Mike Zyracki in ue5-main branch]
2022-11-16 12:56:28 -05:00
Mike Zyracki
9dcd4f9724
Constraints: Finish Constraint Python/BP Api Add functions for adding, keying, compensating, etc..
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#jira UE-170101
#preflight 637418958f4cb2e4dc0c3942
#rb benoit.gadreau
[CL 23154178 by Mike Zyracki in ue5-main branch]
2022-11-16 10:30:45 -05:00
sara schvartzman
6b4cc658bb
Control Rig: Fix crash when pasting node as function
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#rb helge.mathee
#jira UE-170260
#preflight https://horde.devtools.epicgames.com/job/6374e65d8f4cb2e4dc3f0161
[CL 23153380 by sara schvartzman in ue5-main branch]
2022-11-16 09:16:25 -05:00
Helge Mathee
ea718104dd
RigVMN: lazy compute - core side
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#rb sara.schvartzman
#jira na
#preflight https://horde.devtools.epicgames.com/job/6374ab540c74adb48bd8bf96
[CL 23151939 by Helge Mathee in ue5-main branch]
2022-11-16 05:05:12 -05:00
sara schvartzman
f9a4ef98fd
Control Rig: Reuse function compilation data
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#jira FORT-519929
#rb helge.mathee
#preflight https://horde.devtools.epicgames.com/job/637407fc953c19d435b38d76
[CL 23151594 by sara schvartzman in ue5-main branch]
2022-11-16 03:33:17 -05:00
Mike Zyracki
deafc52f4c
Sequencer: ControlRig: Python Add ability to set FK Control Rig as Addtiive to Python/BP. Add Python EngineTest to make sure additve mode correctly passes through. Also added a little function to do the blend tool based on selection as requested by Greg/Fred since I was already touching these files.
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#jira UE-140919
#preflight 6372a7b9953c19d435333b21
#rb matt.hoffman
[CL 23130562 by Mike Zyracki in ue5-main branch]
2022-11-14 19:25:22 -05:00
Mike Zyracki
32fb679268
Control Rig: Fix [&] capture.
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#jira na
#trivial
#preflight na
[CL 23122038 by Mike Zyracki in ue5-main branch]
2022-11-14 13:28:15 -05:00
Helge Mathee
f87bdbbd19
Control Rig: Fix cast links backwards comp code
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#rb sara.schvartzman
#jira UE-169969
#preflight https://horde.devtools.epicgames.com/job/637242d65368a3230a4419ed
[CL 23117227 by Helge Mathee in ue5-main branch]
2022-11-14 09:19:46 -05:00
Helge Mathee
7bfa1969d5
RigVM: Move string and core dispatches to RigVM module
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#rb benoit.gadreau
#jira UE-167752
#preflight https://horde.devtools.epicgames.com/job/636d06d7376a9cd6a8f6aaa2
[CL 23095811 by Helge Mathee in ue5-main branch]
2022-11-11 07:04:17 -05:00
nick darnell
e85b0cd48c
AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
...
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.
AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.
#jira UE-165574
#preflight 636c0ec4d0174259cca85e37
[CL 23083536 by nick darnell in ue5-main branch]
2022-11-10 13:13:41 -05:00
Helge Mathee
5b69c59f62
RigVM: Move name related units to RigVM module
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#rb benoit.gadreau
#jira UE-167752
#preflight https://horde.devtools.epicgames.com/job/636cfdcf63037c102618b7b2
[CL 23077297 by Helge Mathee in ue5-main branch]
2022-11-10 08:45:58 -05:00
Helge Mathee
caf6ac644c
RigVM: Move dispatch helper functionality to RigVM module
...
#rb na
#jira na
#preflight https://horde.devtools.epicgames.com/job/636cf7a8a550a2a75945e197
[CL 23077030 by Helge Mathee in ue5-main branch]
2022-11-10 08:30:30 -05:00
Helge Mathee
74987bc740
RigVM: Move NameCaching to RigVM module
...
Also move base class for struct tests to RigVM module
#rb benoit.gadreau
#jira na
#preflight https://horde.devtools.epicgames.com/job/636cd909376a9cd6a8ebab24
[CL 23076572 by Helge Mathee in ue5-main branch]
2022-11-10 08:00:53 -05:00
Helge Mathee
32963f057c
RigVM: Centralize use of RigVMExecuteContext
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#rb halfdan.ingvarsson
#jira UE-169677
#preflight https://horde.devtools.epicgames.com/job/636cc3b24d3c1d9d92868927
[CL 23073598 by Helge Mathee in ue5-main branch]
2022-11-10 04:36:01 -05:00
bob tellez
635e0d776e
[Backout] - CL23068129 and 23069638
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[FYI] Nick.Darnell
Original CL Desc
-----------------------------------------------------------------
AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.
AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.
#jira UE-165574
#preflight 636c0ec4d0174259cca85e37
[CL 23072024 by bob tellez in ue5-main branch]
2022-11-10 01:18:44 -05:00
nick darnell
fd6f4a29b1
AssetDefinition - This is the seed of a long term replacement of IAssetTypeActions. IAssetTypeActions is woefully inadiquit now. It puts a lot of functionality in one place, which wouldn't be a terrible thing, except for the GetActions, and some of the menu stuff being built into this class. We need to make an effort to not have to load every single asset just to open the context menu you have selected, to-wit, a previous CL made it so that summoning the menu no longer *Had* to load the assets, however several remaining issues remained with the Blueprint Utility Actions, and the fact that we don't "KNOW" if we need to call GetActions for an asset. We could introduce a replacement in the class, but that would just get inherited, causing other issues. So instead the parallel UObject based AssetDefinition now exists. In large part it will probably be very similar to the other one, but several things in it probably need to chnage. For now there is a bridging concept in the form of the AssetDefinitionAssetTypeProxy.
...
Several amounts of effort went into the newer design of UAssetDefinition to make it easier to change over time, more things are structs now for input and output so additional parameters can be added.
AssetDefinition module is an editor module instead of being a developer module.
AssetDefinition does not include a myraid of things it shouldn't such as the blueprint module and UnrealEd.
#jira UE-165574
#preflight 636c0ec4d0174259cca85e37
[REVIEW]
[CL 23072002 by nick darnell in ue5-main branch]
2022-11-10 01:17:07 -05:00