- Check for the the presence of collider assets in PreUpdate rather than InitPhysics as the bodies are not always present by the time InitPhysics is called. This mimics the behaviour of the cloth system.
#rb [at]Chris.Caulfield
#rnx
[CL 26288712 by nick brett in ue5-main branch]
- Added support for explicitly specifying the transitions trigger time when using state machine automatic transition rules.
- Fixed state machine automatic transitions rules not triggering from a looping animation.
- Fixed state machine automatic transitions rules that have their next state as a conduit state triggering before reaching the end of the animation.
- Consolidate all the ways to check if asset in asset player is looping into a single api call, IsLooping().
- Added getter for a AssetPlayer's DeltaTimeRecord.
- Added warning when a asset player is using looping animations with automatic rule based transitions.
#jira UE-171299, UE-180844, UE-185174
[CL 25877647 by roland munguia in ue5-main branch]
This allows animators inject knee motion either manually or with procedural controls within the graph.
[REVIEW] [at]Aaron.Cox, [at]Thomas.Sarkanen
#preflight 6474508d8137a37b85494382
[CL 25683102 by jose villarroel in ue5-main branch]
Additional changes:
- Added warnings for users using anim state events since we want to push towards using the state node functions.
- Added support for anim nodes to show any bound functions and not have them hardcoded.
- Added base context type for FAnimExecutionContext.
- Now users can specify the string for the default binding name of a function member reference in a BP by using the "DefaultBindingName" metadata tag. This will give the functionality to avoid having the default binding name be "NewFunction" and instead use the input string from the metadata tag.
#jira UE-184572
#rb Thomas.Sarkanen, jose.villarroel, aaron.cox
#preflight 646e6a836c2a2532b1f91efd
[CL 25631664 by roland munguia in ue5-main branch]
[REVIEW] [at]Aaron.Cox, [at]Fernando.Coello, [at]Thomas.Sarkanen
#preflight 6467b3770577c206c7bc6557
[CL 25553334 by jose villarroel in ue5-main branch]
- Created a set of macros to trace data about Solver Frames, Solver Steps, and Solver Particles on Rigid Solvers and RBAN solvers
- Added a way to have the context between CVDTrace calls to know which solver started the call on a determined solver step or particle without having to copy that information to every object
#rb benn.gallagher
#jira UE-181330
#preflight 643d9d4c0a5a4b944e348487
[CL 25077633 by sergio gardeazabal in ue5-main branch]
- Removed bOnlyDriveSelectedBones bool. Now checks if OnlyDriveBones list has items.
- Fixed issue with OnlyDriveBones with None entry.
- Fixed indentations and improved comments.
#preflight 642b43731d19c0312a6d301c
[CL 24901507 by David Corral in ue5-main branch]
- Added EditConditions for OnlyDriveBones, bOnlyDriveSelectedBones and Median properties.
- Rearranged Properties
#jira UE-181415, UE-181411
#preflight 64231547051bec41cda13799
[CL 24821515 by David Corral in ue5-main branch]
Addresses curves all being set to NAME_None for pose assets saved between CLs 3002109 and 3026802.
Fixes curve extraction in pose assets.
Fixes pose driver not setting curves unless they already exist.
Fixes instances where TBaseBlendedCurve::Set was being used incorrectly - this now inserts the element if it wasnt present before, potentially causing a re-sort but at least not behaving un unexpected ways compared to the old use case.
#jira UE-179096
#preflight 640615ad0c7df1967f08e090
#rb Jurre.deBaare
#preflight 640723e28c0039bbf79e25f3
[CL 24538171 by Thomas Sarkanen in ue5-main branch]
Runtime notes:
- Removes 'smart name' usage across the animation systems.
- Changed curve blending from a uniform array (sized per skeleton) to a sparse array of sorted named values. Blends and other combiners are performed using a dual iteration 'tape merge'.
- Skeleton curves are no longer guaranteed to cover all curve names that can be found at runtime.
Editor notes:
- Curve metadata (flags, bone links etc.) is still present on the skeleton, but can also now exist on a skeletal mesh
- Curve metadata (for morph targets) is still populated on import
- Curves can now be used arbitrarily at runtime
New features:
- New Find/Replace dialog that allows for batch-replacing curves and notifies across all of a project's assets
- New curve debugger tab in various Persona editors that allows for viewing curve values live. This also now allows viewing curves for specific pose watches.
- Pose watches now output curve tracks to the Rewind Debugger
#rb Jurre.deBaare,Nicholas.Frechette,Sara.Schvartzman,Helge.Mathee,Kiaran.Ritchie,Jaime.Cifuentes,Martin.Wilson,Keith.Yerex,Andrean.Franc (and more!)
#jira UE-167776
#jira UE-173716
#jira UE-110407
#preflight 63fc98c81206d91a2bc3ab90
#preflight 63f3ad4f81646f1f24c240c2
[CL 24421496 by Thomas Sarkanen in ue5-main branch]