- Remove all instances of Master from the UI - ie. Replace Create Master Sequence with Create Sequence with Shots
- Internally, remove Master - Master Tracks in the MovieScene can just be Tracks
Deprecations (Properties):
- UMovieScene:MasterTracks deprecated for Tracks
- UMovieSceneFolder:ChildMasterTracks deprecated for ChildTracks
- FLevelSequencePlayerSnapshot: MasterName, MasterTime for RootName, RootTime
- UMoviePipelineSetting_BlueprintBase: bIsValidOnMaster for bIsValidOnPrimary
Deprecations (Functions):
- UMovieScene: GetMasterTracks, FindMasterTracksByType, FindMasterTracksByExactType, AddMasterTrack, RemoveMasterTrack deprecated for GetTracks, FindTracksByType, FindTracksByExactType, AddTrack, RemoveTrack
- UMovieSceneFolder: GetChildMasterTracks, AddChildMasterTrack, RemoveChildMasterTrack deprecated for GetChildTracks, AddChildTracks, RemoveChildTrack
- FMovieSceneTrackEditor: FFindOrCreateMasterTrackResult, FindOrCreateMasterTrack deprecated for FindOrCreateRootTrackResult, FindOrCreateRootTrack
- ULevelSequenceDirector: GetMasterSequenceTime deprecated for ULevelSequenceDirector::GetRootSequenceTime
- UDaySequenceDirector: GetMasterSequenceTime deprecated for UDaySequenceDirector::GetRootSequenceTime
- UMoviePipelineSetting: IsValidOnMaster for IsValidOnPrimary
- UMoviePipelineBlueprintLibrary: GetMasterTimecode, GetMasterFrameNumber for GetRootTimecode, GetRootFrameNumber
- UMoviePipeline: GetPipelineMasterConfig for GetPipelinePrimaryConfig
- UMovieSceneAudioTrack: IsAMasterTrack
Classes Renamed:
- FAnimTypePreAnimatedStateMasterStorage for FAnimTypePreAnimatedStateRootStorage
- UMovieSceneMasterInstantiatorSystem for UMovieSceneRootInstantiatorSystem
- ULevelSequenceMasterSequenceSettings to ULevelSequenceSequenceWithShotsSetting
Note, the following instances of master still occur and a "KnownCase" has been added for them in CheckAcceptableWords.cs:
- Deprecated properties (MasterTracks -> Tracks) and functions (ie. GetMasterTracks -> GetTracks)
- masterclip in FCPXML since it's an industry standard term
- masteraudiosubmix in AudioCaptureProtocol
- mastersubmix in MoviePipelineAudioRendering
- masteertimecode, masterframenumber, masterconfig, validonmaster in MovieRenderPipeline
- mastersequencetime, mastertime, mastername in LevelSequence
#jira UE-158660
#preflight 634645e48a0a7b2adc5722e7
#rb matt.hoffman, andrew.rodham
[CL 22739302 by Max Chen in ue5-main branch]
Fixups for LevelSequence/SequenceRecorder.
#jira UE-161932
#rb andrew.rodham
#preflight 6317df0cb069eea9ab1a322d
[CL 21840551 by Robert Millar in ue5-main branch]
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21065253 by bryan.sefcik
#jira
#preflight 62d5b3e91062f2e63014598e
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21152630 via CL 21156388 via CL 21157044
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21181817 by bryan sefcik in ue5-main branch]
Popup for the animation recorder allowed access to temporary/invalid objects that were due to be garbage collected
Switched MPK/GC of discarded assets to just rename to the transient package on cancellation
Added optional parameter to not display the 'animation recorded' popup as this is an internal asset creation
#rb Lucas.Dower
#preflight 62c82e64f671e8d2face2ba9
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 21007451 via CL 21007477 via CL 21007484 via CL 21007499
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
[CL 21019084 by thomas sarkanen in ue5-main branch]
AnimationRecorder now has IncludeAnimationNames and ExcludeAnimationNames lists. Bones and curves are tested against this list to determine whether they should be recorded.
#jira UE-107875
#preflight 6259f730016074c111fa4165
#rb mike.zyracki
[CL 19795076 by Max Chen in ue5-main branch]
FTimecodeBoneMethod specifies the mode (ie. All, Root, UserDefined) and the bone name to assign to.
If the bone name doesn't exist, it will fall back to the root.
#jira UE-141229
#preflight 623264a16c05dd6bbc71964c
#rb matt.hoffman, mike.zyracki
[CL 19423235 by Max Chen in ue5-main branch]
Enables toggling of exporting morph targets / attribute / material curves separately
Fixes issue when Transforms are not exported: zeroed keys were added instead of ref pose
#jira UE-137045
#preflight 18620216
#ROBOMERGE-AUTHOR: anatole.menichetti
#ROBOMERGE-SOURCE: CL 18621151 in //UE5/Release-5.0/... via CL 18621282 via CL 18621348
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18621396 by anatole menichetti in ue5-main branch]
#fix delay adding notify events until recording has finished and frame-rate and play length have been set, as changing these will try to update notify timings
#jira UE-107907
#rb Thomas.Sarkanen
#ROBOMERGE-SOURCE: CL 15568425 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15568435 by jurre debaare in ue5-main branch]
#fix Ensure that when the users opts to not record bone transform at least a single frame of (identity) data is available to populate the model with
#misc Changed anim recorder to accumulate track data internally and only set the keys once when recording is stopped to improve perf
#jira UE-107890
#rb Mike.Zyracki
#ROBOMERGE-SOURCE: CL 15338000 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
[CL 15338054 by jurre debaare in ue5-main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870586 by ryan durand in Main branch]
#jira UE-76908
#rb max.chen
#ROBOMERGE-SOURCE: CL 7476382 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v372-7473910)
[CL 7476396 by mike zyracki in Main branch]
Make sure animation really starts recording at the correct time, if there's a hitch it may record too late.
Scrubbing with snapping off doesn't evaluate swept frames (events or live link) correctly.
Don't remove empty transform for spawnable since it's no longer true that it will match with template.
Characters no longer animated until we cleared/reset their body channel
When doing animation recording if we want to transfer the root animation on the skeletal mesh over to the transform track, we need to force root lock and then move it over. Force Root Lock(with zero pose) requires transform being identity at first frame. So we zero out the animation as before at first frame, but now correctly handle this zero'd out root transform being applied correctly to not only the skeletal mesh, but it's inverse also getting applied to any attached actors that we are recording to it.
#fyi max.chen
#rb none
Was already reviewed previously.
[CL 6454642 by Mike Zyracki in Dev-Sequencer branch]