Commit Graph

626 Commits

Author SHA1 Message Date
henrik karlsson
b5164ac775 Fixes to make modules compile with IWYU. We've added to IWYU toolchain so it compiles "orphaned" headers which does not have a owning cpp file. This identified lots of headers that couldn't be compiled by themselves (or if they were to included first)
Change consist of only forward declaration and additional includes

#preflight 63789c1de30d438849c48188
#rb none

[CL 23218412 by henrik karlsson in ue5-main branch]
2022-11-21 03:22:23 -05:00
Nicholas Frechette
230e9f42b3 Add missing anim BP template features now that skeleton compatibility has been relaxed
#jira UE-168846
#rb Thomas.Sarkanen
#preflight 63752a6c1c114bec050b9127

[CL 23157954 by Nicholas Frechette in ue5-main branch]
2022-11-16 13:30:40 -05:00
samuele rigamonti
22bd7b7dc3 motion matching - deprecating UPoseSearchSequenceMetaData
#review-23144984 @aaron.cox
#preflight 63751be40c74adb48b0264ba
#preflight 63751f883248425305884639

[CL 23157119 by samuele rigamonti in ue5-main branch]
2022-11-16 12:46:06 -05:00
benjamin jillich
086e1961b4 [UE-82098] Shared Transitions are not usable by separate state machines within the same ABP
#preflight 6374f04f953c19d435f78e29

[CL 23153486 by benjamin jillich in ue5-main branch]
2022-11-16 09:26:50 -05:00
thomas sarkanen
a897f0439a Skeleton compatibility improvements
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]
2022-11-16 07:21:38 -05:00
joe pribele
ed7566be21 removing PRAGMA_DISABLE_OPTIMIZATION
#preflight 6372b7d60c74adb48b4a847f

[CL 23127658 by joe pribele in ue5-main branch]
2022-11-14 17:04:03 -05:00
benjamin jillich
d549c737b8 [UE-169576] Can't insert reroute nodes via double click
#preflight 636ccad97c2b5051905401d1

[CL 23073713 by benjamin jillich in ue5-main branch]
2022-11-10 05:06:04 -05:00
halfdan ingvarsson
c8022afdca Curve Expression: Fix the verify button to work properly. We now search the BP's hierarchy to find the node. The warning is also added to the node itself rather than just the log.
[FYI] dae.han

[CL 23042483 by halfdan ingvarsson in ue5-main branch]
2022-11-08 17:50:51 -05:00
benjamin jillich
a6ef0d5b7f [UE-136096] Relinking transitions in anim graph state machines
[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]
2022-11-08 04:09:22 -05:00
henrik karlsson
fa90b399a4 Added includes for future change. This changelist only contains added #include and a couple of empty placeholder files
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch

#preflight 63635997876630122adeab9f
#rb none

[CL 22958990 by henrik karlsson in ue5-main branch]
2022-11-03 14:18:47 -04:00
Thomas Sarkanen
d9c2b172f7 Skeleton compatibility improvements
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]
2022-11-01 06:25:59 -04:00
danny chapman
db0ddc7121 Fixes for LookAt AimOffset:
* 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]
2022-10-28 11:00:57 -04:00
frederick lupien
7f25b9197f Fix super not being called in UAnimGraphNode_LinkedAnimGraph::PostPasteNode & UAnimStateAliasNode::PostPasteNode()
#rb Thomas Sarkanen
#tests PIE
#jira UE-168404
#rnx

[CL 22803501 by frederick lupien in ue5-main branch]
2022-10-26 23:18:44 -04:00
frederick lupien
b27e5f64aa Fix case inconsistency in include path
#rnx

[CL 22798383 by frederick lupien in ue5-main branch]
2022-10-26 19:08:14 -04:00
frederick lupien
5c19c5ac9c Added an option in animation blueprints to share linked anim instance across group and subgraphs instead of having one layer instance per group / linked anim instance
[REVIEW] [at]Thomas.Sarkanen
#tests Test with multiple players and AI in PIE

[CL 22795945 by frederick lupien in ue5-main branch]
2022-10-26 18:18:16 -04:00
henrik karlsson
4a5e13525d Fixed non-unity non-pch compile errors
#preflight skipped
#rb none

[CL 22788359 by henrik karlsson in ue5-main branch]
2022-10-26 16:22:34 -04:00
henrik karlsson
b5b86c796c This change is a strategical submit for a coming change that removes lots of includes in headers that are included by many files. This change contains adding of includes in files that previously got those includes transitively from other inclkudes
#preflight 6355d4940313c24974b2107b
#rb none

[CL 22783162 by henrik karlsson in ue5-main branch]
2022-10-26 12:57:32 -04:00
jaime cifuentes
39bb9b978b Truncation fixes for AnimationGraphRuntime module
#rb @thomas.sarkanen
#jira UE-166634
#preflight 63591a0a764df4711e65c76e

[CL 22776099 by jaime cifuentes in ue5-main branch]
2022-10-26 07:34:18 -04:00
jaime cifuentes
3dd74bd523 Truncation fixes for AnimationGraph and AnimationGraphRuntime module. Part of UE-166634 and UE-166633
#rb @tomas.sarkanen
#jira UE-166634 UE-166633
#preflight 635695410313c24974d9babc

[CL 22725844 by jaime cifuentes in ue5-main branch]
2022-10-24 09:48:39 -04:00
lucas dower
6bce8973c5 Fixed crash when attempting to draw pose-watched anim nodes which use custom edit modes such as 'Two Bone IK' and 'Transform (Modify) Bones'.
* 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]
2022-10-20 10:42:00 -04:00
thomas sarkanen
a7c5682fe1 Fixed crash when loading a layered bone per blend node that has empty blend mask entries
#jira UE-166651
#preflight 63443dc6360ee7edea0d3277
#rb Jurre.deBaare

[CL 22458526 by thomas sarkanen in ue5-main branch]
2022-10-11 11:17:52 -04:00
thomas sarkanen
e152da867b Fixed LOCTEXT conflict in LinkedAnimLayerNode
#jira UE-165773
#rb Jaime.Cifuentes
#preflight 633c33aff96f5ad403a2df41

[CL 22332055 by thomas sarkanen in ue5-main branch]
2022-10-04 12:04:24 -04:00
thomas sarkanen
13812111b2 Fix renaming issues with linked anim layers
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]
2022-09-29 20:38:46 -04:00
phillip kavan
7ef9563646 Don't allow composite nodes to be pasted into Blueprint graphs that aren't schema-compatible.
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]
2022-09-27 10:17:29 -04:00
frederick lupien
9c38bfb87c Allow self layer nodes in linked anim layer graphs.
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]
2022-09-27 06:56:42 -04:00