Commit Graph

498 Commits

Author SHA1 Message Date
Chris Caulfield
2f240b0614 Fix RBAN TeleportPhysics handling
This fixes a character movement related issue where walking into a moving kinematic object would stop the RBAN nodes from simulating altogether because the moving kinematic moves the movement component which triggers a TeleportPhysics.

#rb benn.gallagher, satchit.subramanian
#jira none
#preflight 6376a411fa348e8480775c8b

[CL 23184228 by Chris Caulfield in ue5-main branch]
2022-11-17 16:47:48 -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
henrik karlsson
d5026d4d83 Strategical submit which adds includes in preparation for coming change which removes includes in headers
#preflight 636531a1581dc906bce283d1
#rb none

[CL 22994620 by henrik karlsson in ue5-main branch]
2022-11-04 16:37:48 -04:00
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
Mike Zyracki
891737c14e Manual Merge of Sequencer: NLA Fixes. Default to transform the start transform offset in local bone space and not in root space, this will make the manipulation of the offset much more predictible, changed the edit mode to handle this coordinate space change.
When use the first child option we now find the first child with animation, FN rigs and 3rd party rigs may not have the animation on the first child of the root.
Don't draw virtual bones when drawing skeleton and use default bone rendering.
Just dirty root motion cache on changes.
Passing in the PreviousTransform to the anim proxy, this is just wip for the refactor to remove the root motion caching.
#jira UE-167374
#jira UE-167371
#jira UE-167991
#preflight 63603b41d13ad22d722ee5b4
#rb max.chen

[CL 22889771 by Mike Zyracki in ue5-main branch]
2022-11-01 15:48:30 -04:00
daren cheng
f6c564b03b Address multiple typos for UEFN localization
#jira UE-166004 UE-168317
#rb Robb.Surridge
#preflight 6360165b7e083afb290e187f

[CL 22889284 by daren cheng in ue5-main branch]
2022-11-01 15:30:54 -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
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
halfdan ingvarsson
8db044c033 PoseDriver: Remove ensure() if a curve doesn't exist. This can happen when using compatible skeletons that don't have any of the curves needed by the pose driver. The othe Pose* anim nodes behave the same way, silently ignoring missing curves.
#rb mike.beach
#lockdown mike.beach
#rnx

[CL 22758951 by halfdan ingvarsson in ue5-main branch]
2022-10-25 15:36:27 -04:00
dbsigurd
2bda05bfbb PR #8537: exposing composite anim sequences to random player (Contributed by dbsigurd)
#jira UE-132756, UE-132483
#rb Thomas.Sarkanen
#preflight 63581ff10c6e894555b01b8f

[CL 22755729 by dbsigurd in ue5-main branch]
2022-10-25 13:54:36 -04:00
Nicholas Frechette
a182dbd867 Wrap deprecated properties with WITH_EDITORONLY_DATA to avoid runtime waste
#jira UE-49197
#rb Thomas.Sarkanen, Helge.Mathee
#preflight 6358002a66733d70593afa3f

[CL 22751839 by Nicholas Frechette in ue5-main branch]
2022-10-25 11:42:04 -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
thomas sarkanen
08851ed7a0 Fixed crashes caused by re-instancing clobbering the size of EditFixedSize arrays in anim nodes
Also patched up some other instances of anim nodes where this could occur

#jira UE-166235
#preflight 634406087045f13c96aafa70
#rb Jurre.deBaare

[CL 22431499 by thomas sarkanen in ue5-main branch]
2022-10-10 12:14:03 -04:00
marc audy
813f596809 [FortniteGame]
This is a huge change with the focus on improving compile times. It SHOULDN'T have any behavior changes since it is "only" splitting up large files in multiple smaller files and forward declare lots of types. This change is based on compile score results.

Highlights
* Moved lots and lots of types out of FortTypes.h and in to their own files to be able to avoid including FortTypes.h
* Removed FortTypes.h includes from lots of files
* Identified critical paths for includes and cut them off using forward declares or moving types out of big files
* Lots of adding of includes to be able to handle a large UE change that cut off dependencies in lots of engine files (will be submitted separately

Also fixed a bunch of linux non-monolithic build errors just to be able to verify that these changes worked

Reviewed in spirit by Marc Audy :-)

#rb none
#preflight 634350bcc272487ed4323f00

[CL 22427442 by marc audy in ue5-main branch]
2022-10-10 07:08:34 -04:00
henry falconer
04064d037e Fixed a crash in the Pose Handler anim node, where it was using the bone container without first checking if it was valid
#rn fix animation/runtime
#rb thomas.sarkanen
#preflight skip

[CL 22373343 by henry falconer in ue5-main branch]
2022-10-06 06:25:46 -04:00
chris caulfield
93fa1517dd Chaos - move RBAN world object collection to game thread
#rb benn.gallagher
#jira UE-158098, UE-156294
#preflight 633b609f3629a1a4f938bc1d

[CL 22327050 by chris caulfield in ue5-main branch]
2022-10-04 01:24:03 -04:00
jaime cifuentes
99b19110a6 [UDN Addition] Add the ability to force blend spaces to snap to input
Contributed by Wayne Huang

#rb thomas.sarkanen
#jira UE-160397
#preflight 63345ede393eb7f1da69cf14

[CL 22224050 by jaime cifuentes in ue5-main branch]
2022-09-28 11:48:26 -04:00
marc audy
311f7464bf Updated ../Engine/Source/Runtime/... to inline gen.cpp files
Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds

After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds

#jira
#preflight

[CL 22173263 by marc audy in ue5-main branch]
2022-09-24 13:57:58 -04:00
thomas sarkanen
af32e124a1 Added the ability to specify blend profiles/masks to the layered blend per bone node
Enables use of layered blends in template animation blueprints

#jira UE-137671
#rb Jose Villarroel
#preflight 632c74aca4769ad714ac21c8

[CL 22145944 by thomas sarkanen in ue5-main branch]
2022-09-22 17:40:51 -04:00
jurre debaare
ce426c29c8 GitHub 8512 : Added UAnimSequenceBase::ComputePlayRateFromDuration
#jira UE-131701
#preflight 632ae908f45b523a634f9361
#rb Aaron.Cox

[CL 22143324 by jurre debaare in ue5-main branch]
2022-09-22 15:42:57 -04:00
jaime cifuentes
981823850f Enable Random Sequence Player react to automatic transition rules
#rb thomas.sarkanen
#jira UE-160566
#preflight 632ad260826e0c2fe994e9dd

[CL 22112881 by jaime cifuentes in ue5-main branch]
2022-09-21 10:45:04 -04:00
danny couture
89385f7f05 Fix assert on CVars when accessed from the async loading thread in FAnimNode_AnimDynamics::HasPreUpdate
#rb Thomas.Sarkanen
#preflight 6329a1c9b40000c8f064d0d0

[CL 22090797 by danny couture in ue5-main branch]
2022-09-20 07:51:47 -04:00