Change consist of only forward declaration and additional includes
#preflight 63789c1de30d438849c48188
#rb none
[CL 23218412 by henrik karlsson in ue5-main branch]
Skeleton compatibility is now bi-directional. Specifying a compatible skeleton A -> B now implies B -> A.
Skeleton compatibility is now an editor-only concern. The runtime will attempt to do the 'best it can' via name -> name mappings. Only the editor will prevent assigning incompatible skeletons in (e.g.) asset pickers etc.
Skeleton compatibility checks in editor can now be disabled in the editor preferences (and each asset picker now has a checkbox option in its view settings that allows for quick access to this).
Moves FSkeletonRemapping to its own file (which is now private).
Skeleton remappings are now generated on demand on worker threads just before animation decompression and stored in a registry, guarded by FRWScopeLock for thread-safety.
Fixed some anim BP compiler edge cases where asset references on pins were not getting preloaded correctly, causing skeletons to be erroneously reported as missing.
Exposed the current asset registry filter in SAssetView so that menu extensions can access it (and use it to provide context)
#jira UE-166054
#jira UE-167355
#rb Jurre.deBaare,John.vanderBerg
#preflight 635902602e6690262afa86f9
#preflight 6372ad7a0c74adb48b472b38
#p4v-cherrypick 22878911
#preflight 6374b3c51d25fe8b931b8d7b
[CL 23152671 by thomas sarkanen in ue5-main branch]
[UE-168360] User can create a transition from a state into the entry state
* Relinking multiple transitions (transition nodes at once) when none of the transition nodes is selected.
* Selective relinking in case a subset of the transition nodes on a transitions are selected.
* Special case handling for transitions from entry state (they don't have a transition node connected).
* Drawing circle indicator around the arrow head in case the mouse cursor is approaching the transition.
* Hovering the arrow head of a transition highlights it by filling the circle with solid orange color and turning the arrow black.
* Ending the relink operation in empty space or the entry node will cancel the relink operation.
* Fixed bug that prevents creating new transitions ending in an entry state.
#jira https://jira.it.epicgames.com/browse/UE-136096
#jira https://jira.it.epicgames.com/browse/UE-168360
#preflight 636a169963037c10262bc421
[CL 23025287 by benjamin jillich in ue5-main branch]
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch
#preflight 63635997876630122adeab9f
#rb none
[CL 22958990 by henrik karlsson in ue5-main branch]
Skeleton compatibility is now bi-directional. Specifying a compatible skeleton A -> B now implies B -> A.
Skeleton compatibility is now an editor-only concern. The runtime will attempt to do the 'best it can' via name -> name mappings. Only the editor will prevent assigning incompatible skeletons in (e.g.) asset pickers etc.
Skeleton compatibility checks in editor can now be disabled in the editor preferences (and each asset picker now has a checkbox option in its view settings that allows for quick access to this).
Moves FSkeletonRemapping to its own file (which is now private).
Skeleton remappings are now generated on demand on worker threads just before animation decompression and stored in a registry, guarded by FRWScopeLock for thread-safety.
Fixed some anim BP compiler edge cases where asset references on pins were not getting preloaded correctly, causing skeletons to be erroneously reported as missing.
Exposed the current asset registry filter in SAssetView so that menu extensions can access it (and use it to provide context)
#jira UE-166054
#jira UE-167355
#rb Jurre.deBaare,John.vanderBerg
#preflight 635902602e6690262afa86f9
[CL 22878911 by Thomas Sarkanen in ue5-main branch]
* Lets" ShowDebug Animation" work
* Lets input filtering work
* Allows the source/pivot to be a bone or socket
#jira UE-168456
#rb thomas.sarkanen
#preflight 635be2d44710dd6af8a44d77
[CL 22828729 by danny chapman in ue5-main branch]
* Only nodes which have been setup to have drawable elements should be drawn when pose watched, such as 'RigidBody'.
* Anim nodes with custom edit modes should only draw their widgets when explicitly selected or override IAnimNodeEditMode::SupportsPoseWatch
#jira 165766
#rb thomas.sarkanen
#preflight 63514130047f3570adddd035
[CL 22655755 by lucas dower in ue5-main branch]
Move linked layers and graphs to use FMemberReference to reference the stub function used to generate node pins
#jira UE-132472
#rb Jurre.deBaare
#preflight 63358f5ee410691606b6c915
[CL 22260921 by thomas sarkanen in ue5-main branch]
Change summary:
- Added UEdGraphSchema_K2::DoesSupportCollapsedNodes() as an overridable API for K2-based schema types. Also added overrides for derived schemas that do not currently support collapsed subgraphs as a feature (e.g. AnimBPs).
- Added a UK2Node_Composite::CanCreateUnderSpecifiedSchema() override. This will be called when determining node types that can be created from clipboard content (see FGraphObjectTextFactory in EdGraphUtilities.cpp).
- Modified UK2Node_Composite::PostPasteNode() to exclude nodes that are not schema-compatible from the pasted subgraph. Also updated to reassign the subgraph schema to match the target graph.
- Modified FEdGraphUtilities::MergeChildrenGraphsIn() to emit an error to the message log when a subgraph cannot be merged into a parent graph due to schema incompatibility. This also adds an appropriate error context to the source node(s).
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to early exit if we fail to merge subgraphs while processing the intermediate function graph. This prevents us from attempting to further compile an intermediate graph that's in an invalid state, which previously would lead to an ensure() and later fail due to a non-specific compile error.
#jira UE-157885
#rb Dan.OConnor, Thomas.Sarkanen
#preflight 6331e2fd10030508069622f2
[CL 22205520 by phillip kavan in ue5-main branch]
Added compilation check for linked layers circular references and indirectly nested linked layers
[REVIEW] [at]Thomas.Sarkanen
#tests Compile all project animation blueprints
[CL 22203056 by frederick lupien in ue5-main branch]