Commit Graph

216 Commits

Author SHA1 Message Date
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
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
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
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
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
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
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
thomas sarkanen
be963f20ec Fix asset overrides not working correctly for blendspace & sequence players that use identical defaults
Folding properties prevents derived classes from properly overriding these properties

#jira UE-158068
#preflight 63243da5121ffddebc793a02
#rb Jurre.deBaare

[CL 22050397 by thomas sarkanen in ue5-main branch]
2022-09-16 11:37:25 -04:00
Jurre deBaare
ff0db16d0b Reintroducing AnimationDataModel refactor with additional memory and cooktime optimizations.
**Animation Data Model load/cook time and memory optimizations**
- Added SetKeysOnly to FMovieSceneFloatChannel, allowing to only set value/frames values and skip allocating key handles
- Added EvaluateWithCache to TMovieSceneCurveChannelImpl, allowing to evaluate multiple curves using a caching data structure holding the frame-indices resulting from the FrameTime -> indexes calculationg
- UFKControlRig::GetControlName/GetControlTargetName, added thread_local mapping cache and optimized FName generation
- Made the sequencer bone curve keys 'sparse' again, if constant it just sets the default value for the curve otherwise it is still uniform
- Only resample keys when compressing, and clear them on any significant model changes and when save-during-cook has been completed
- Routed ::Presave for AnimSequencerDataModel directly through to UMovieSceneSignedObject to skip compiling cooked sequencer that that will/should never cooked and packaged
- Added some significant pass-by-reference changes to AnimSequencerModel APIs (passing large arrays by value previously) :doh:
- Optimized GenerateLegacyBoneData

Original CL description:

**New**
- Engine
	- IAnimationDataModel interface
- AnimationData plugin
	- AnimSequencerDataModel, sequencer based implementation of IAnimationDataModel
	- AnimSequencerDataController, controller for above (implementation of IAnimationDataController)
- Added FCompressedRichCurve::PopulateCurve, allowing users to convert back to a FRichCurve for validation/debugging
- Added DefaultFrameRate to AnimationSettings, this replaces the hardcoded 30FPS in code
- Added ::GetKeyIndicesFromTime which takes FFrameRate
- Added AnimSequenceBase::OnAnimModelLoaded, this is required for correct postloading behaviour of data model (specifically AnimSequencerDataModel, as it depends on data from its outer ? anim sequence)
- Added IAnimationDataModel ::Evaluate which now takes responsibility for evaluating raw animation bone, curve and attribute data. And moved all trackbased evaluation code into AnimDataModel.cpp
- Added a.ForceEvalRawData allowing to force evaluation of source data
- Added a.SkipDDC to force compressing animation data locally

**Changed**
- Reparent UAnimDataModel to IAnimationDataModel interface, and rejig behaviour
- AnimSequenceBase now reference AnimDataModel as IAnimationDataModel
- Upgrade path for legacy to IAnimationDataModel and existing UAnimDataModel to IAnimationDataModel through IAnimationDataController::PopulateWithExisting
- IAnimationDataModel data is now frame(number/rate/time) based rather than seconds/keyindices. This enforces frameborder aligned data from now on.
- Moved RichCurve evaluation code from RichCurve.cpp to separate file and consolidated all instances of copy-pasta behaviour
- Updated/removed deprecated EngineTests around AnimSequences
- Changed many instances to use a FFrameTime together with a known FFrameRate versus seconds and sequencelength in float involving frame \/ time calculations (including instances of FAnimKeyHelper)
- Switched anim sequence evaluation to use double in Extraction context for time value and patched up places with static\_cast\<double\>
- FRichCurve::Eval
	- Make sure we always evaluate keys when T >= Key0.Time and T <= KeyN.Time to deal with crazy userweighted tangents
- Fixed WeightedKeyDataAdapter::GetKeyInterpMode/GetKeyTangentWeightMode retrieving invalid values, as it was indexing according to KeyIndex rather than KeyIndex\*2. This made it so that values were misinterpreted.
- Fixed WeightedEvalForTwoKeys for compressed data retrieving GetKeyInterpMode and GetKeyTangentWeightMode using the wrong index value. As they are not indexed using KeyDataHandle type.
- Fixed issue where compression could crash when containing zero-key scale additivebase track (tries to retrieve)
- Replaced instances of NULL with nullptr
- Moved required decompression information into FAnimSequenceDecompressionContext and reimplemented decompression within UE::Anim::Decompression namespace and new file
- Deprecated ::GetRawDataGuid and replaced with GetDataModel()->GenerateGuid()
- Fixed UAnimStreamable evaluation/compression (previously broken with MVC refactor)
- Updated Animation exporting pipeline to be frame-based rather than seconds
- Deprecated RetargetPose, replaced with FRetargetingScope (used within AnimModel::Evaluate)
- Fixed BaseAdditiveAnimation array become invalid/incorrect when removing zero-additve tracks during compression
- Updated EngineTest animation sequence related tests to new APIs (while maintaining deprecated path testing as well for now)
- AnimDataController / Animation Sequence tests now generate a USkeleton for the transient animation sequence (used to perform the test on)

**Removed**
- Unused file/class AnimData/AnimDataNotifyCollector.h

#rb Thomas.Sarkanen, Mike.Zyracki
#jira UE-131296
#preflight 631f6897a9331c69c3a34d1e

[CL 21980597 by Jurre deBaare in ue5-main branch]
2022-09-13 06:41:15 -04:00
Jurre deBaare
bf737517f7 AnimNode_LayeredBoneBlend BlendWeight bug when using LODThreshold
#jira UE-149026
#fix rely on bHasRelevantPoses=false to skip evaluating poses rather than zero-ing out the blendweight array - that way they are also 'cached' for when the node becomes relevant again given the LOD
#rb Thomas.Sarkanen
#preflight 6315e12c2b7fe03eb6286b1c

[CL 21790994 by Jurre deBaare in ue5-main branch]
2022-09-05 07:56:40 -04:00
jaime cifuentes
562c89116d Fix for FAnimNode_RandomPlayer::Initialize_AnyThread crash
#rb keith.yerex
#jira UE-162912
#preflight 63124f80e11efde08fa5dd0d

[CL 21767360 by jaime cifuentes in ue5-main branch]
2022-09-02 16:51:27 -04:00
Keith Yerex
b1ce8450de Fix for MakeDynamicAdditive
Missing name on FScopedExpectsAdditiveOverride
#rb Thomas.Sarkanen
#preflight 63122fa9da63cdf1708db5d3

[CL 21762079 by Keith Yerex in ue5-main branch]
2022-09-02 12:35:22 -04:00
jaime cifuentes
1a8e6ce4ed Prevent out of range errorin FAnimNode_RandomPlayer, due to precision errors
GitHub #9137

#rb
#jira UE-150775
# robomerge 5.1
#preflight 6311afaaef428502175eb08b

[CL 21756549 by jaime cifuentes in ue5-main branch]
2022-09-02 03:40:40 -04:00
jose villarroel
c511833e59 Fix for crash in FAnimNode_LayeredBlendPerBone::Update when weights array is empty
#jira UE-160976
#review-21458108 @Thomas.Sarkanen
#rnx
#preflight 63039378a45b007ea23e60a2

[CL 21483753 by jose villarroel in ue5-main branch]
2022-08-22 10:53:14 -04:00
kriss gossart
0422ca7705 Skeletal Mesh - Replace the newly created GetSkeletalMesh function by GetSkeletalMeshAsset so it matches the setter SetSkeletalMeshAsset function (which itself couldn't be named SetSkeletalMesh due to the function already existing and doing something else).
#rb Josie.Yang
#preflight 62fa2afeae3edb54c979492e
#jira none

[CL 21385959 by kriss gossart in ue5-main branch]
2022-08-15 09:26:50 -04:00
jaime cifuentes
7fabb99aaf Inclusive Terminology Push - Part of UE-158645, UE-158525, UE-158532
Renamed / deprecated master/slave terms at SkinnedMeshComponent and SkeletalMeshComponent (plus all the users)

#jira UE-158645, UE-158525, UE-158532
#review @thomas.sarkanen @john.vanderburg
#preflight 62ced88af324cee189e48d43
#tests Verified the properties transfer correctly after modifying them without the fix and loading the character with the component with the fix applied
#preflight 62cfc490c36afd11ef07c9ab

[CL 21088391 by jaime cifuentes in ue5-main branch]
2022-07-14 03:55:26 -04:00
Josie Yang
6b15506e58 Replace direct access to SkeletalMesh object from USkinnedMeshComponent with GetSkeletalMesh function
#rb kriss.gossart
#preflight 62aafc9ada0af39a4783930a

[CL 20686007 by Josie Yang in ue5-main branch]
2022-06-16 09:14:04 -04:00
Marc Audy
de2c3cb8e0 [Backout] - CL20593017, 20594056, 20625634, 20645670, 20649179, 20649223, 20649380, 20658535
Add new custom version to specify a certain window of AnimSequences are not loadable
#fyi Jurre.deBaare
#robomerge EngineMerge
Original CL Desc
-----------------------------------------------------------------
**New**
- Engine
	- IAnimationDataModel interface
- AnimationData plugin
	- AnimSequencerDataModel, sequencer based implementation of IAnimationDataModel
	- AnimSequencerDataController, controller for above (implementation of IAnimationDataController)
- Added FCompressedRichCurve::PopulateCurve, allowing users to convert back to a FRichCurve for validation/debugging
- Added DefaultFrameRate to AnimationSettings, this replaces the hardcoded 30FPS in code
- Added ::GetKeyIndicesFromTime which takes FFrameRate
- Added AnimSequenceBase::OnAnimModelLoaded, this is required for correct postloading behaviour of data model (specifically AnimSequencerDataModel, as it depends on data from its outer ? anim sequence)
- Added IAnimationDataModel ::Evaluate which now takes responsibility for evaluating raw animation bone, curve and attribute data. And moved all trackbased evaluation code into AnimDataModel.cpp
- Added a.ForceEvalRawData allowing to force evaluation of source data
- Added a.SkipDDC to force compressing animation data locally

**Changed**
- Reparent UAnimDataModel to IAnimationDataModel interface, and rejig behaviour
- AnimSequenceBase now reference AnimDataModel as IAnimationDataModel
- Upgrade path for legacy to IAnimationDataModel and existing UAnimDataModel to IAnimationDataModel through IAnimationDataController::PopulateWithExisting
- IAnimationDataModel data is now frame(number/rate/time) based rather than seconds/keyindices. This enforces frameborder aligned data from now on.
- Moved RichCurve evaluation code from RichCurve.cpp to separate file and consolidated all instances of copy-pasta behaviour
- Updated/removed deprecated EngineTests around AnimSequences
- Changed many instances to use a FFrameTime together with a known FFrameRate versus seconds and sequencelength in float involving frame \/ time calculations (including instances of FAnimKeyHelper)
- Switched anim sequence evaluation to use double in Extraction context for time value and patched up places with static\_cast\<double\>
- FRichCurve::Eval
	- Make sure we always evaluate keys when T >= Key0.Time and T <= KeyN.Time to deal with crazy userweighted tangents
- Fixed WeightedKeyDataAdapter::GetKeyInterpMode/GetKeyTangentWeightMode retrieving invalid values, as it was indexing according to KeyIndex rather than KeyIndex\*2. This made it so that values were misinterpreted.
- Fixed WeightedEvalForTwoKeys for compressed data retrieving GetKeyInterpMode and GetKeyTangentWeightMode using the wrong index value. As they are not indexed using KeyDataHandle type.
- Fixed issue where compression could crash when containing zero-key scale additivebase track (tries to retrieve)
- Replaced instances of NULL with nullptr
- Moved required decompression information into FAnimSequenceDecompressionContext and reimplemented decompression within UE::Anim::Decompression namespace and new file
- Deprecated ::GetRawDataGuid and replaced with GetDataModel()->GenerateGuid()
- Fixed UAnimStreamable evaluation/compression (previously broken with MVC refactor)
- Updated Animation exporting pipeline to be frame-based rather than seconds
- Deprecated RetargetPose, replaced with FRetargetingScope (used within AnimModel::Evaluate)
- Fixed BaseAdditiveAnimation array become invalid/incorrect when removing zero-additve tracks during compression
- Updated EngineTest animation sequence related tests to new APIs (while maintaining deprecated path testing as well for now)
- AnimDataController / Animation Sequence tests now generate a USkeleton for the transient animation sequence (used to perform the test on)

**Removed**
- Unused file/class AnimData/AnimDataNotifyCollector.h

#rb Thomas.Sarkanen, Martin.Wilson, Alexis.Matte, Mike.Zyracki
#jira UE-131296
#preflight 62a308a8b0150a87f9d6891b

[CL 20677979 by Marc Audy in ue5-main branch]
2022-06-15 18:24:46 -04:00