Commit Graph

779 Commits

Author SHA1 Message Date
Anatole Menichetti 93086fe8cf Fix AnimSequenceLink missing option (Evaluate All Skeletal Mesh Components)
#robomerge[METAHUMAN] Main
#preflight 62b49a44c366895b826a4ea6

[CL 20796960 by Anatole Menichetti in ue5-main branch]
2022-06-23 12:57:35 -04:00
ill 7ccee15ee1 Sequencer: Tick parent chain skeletal mesh components when gathering actor transforms for trails and pivots
PR #9301: Fix for Control Rig Snap Tool not taking full world transform into account (Contributed by ill)


#jira UE-156958
#preflight 62b22f1aa2769f2a2d858602
#rb ludovic.chabant

[CL 20776073 by ill in ue5-main branch]
2022-06-22 12:11:10 -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
benoit gadreau 43be9926f6 20666935 follow up (missing file)
#jira none
#rb trivial
#preflight 62a9a0523774a57fdc5e572c

[CL 20667050 by benoit gadreau in ue5-main branch]
2022-06-15 05:19:02 -04:00
benoit gadreau 2aee9e6f8f Constraints in Sequencer:
- handled notifications for child/parent deletion, control rig replaced, control element renamed, etc.
- added FMovieSceneConstraintChannel to manage the constraint's active state animation + drawing overrides
- added dynamic mode for parent constraints when animating constraints to treat control animation as constraint's space local animation. This is experimetal and will have to be done for other types once stable.

#jira UE-140598
#rb mike.zyracki
#preflight 62a8fe8ac1708af1ec25179b

[CL 20666935 by benoit gadreau in ue5-main branch]
2022-06-15 05:00:13 -04:00
Jurre deBaare e13fdba72c **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 20593017 by Jurre deBaare in ue5-main branch]
2022-06-10 06:24:32 -04:00
ludovic chabant 9f6f3f8209 Remove "Export to Camera Anim..." feature
It's not doing anything anymore since the Matinee asset factory was removed.

#jira none
#rb max.chen
#preflight 62a0e3a6433aca401b462a5a

[CL 20562096 by ludovic chabant in ue5-main branch]
2022-06-08 15:06:12 -04:00
lonnie li 3895faefff SubTrackEditor: Expose the sub track type for both the asset picker and track creation.
#rb max.chen
#preflight 629b99f4e6242e4ec53b7033

#ROBOMERGE-AUTHOR: lonnie.li
#ROBOMERGE-SOURCE: CL 20522685 via CL 20522904 via CL 20523062
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v954-20466795)

[CL 20525308 by lonnie li in ue5-main branch]
2022-06-06 14:59:32 -04:00
Mike Zyracki fff359b5df Sequencer: Linked Anim Sequences: Dirty linked anim sequence if the sequencer asset changes.
#jira UE-155671
#preflight 629921982e20b63f9aa11041
#rb na
#trivial

[CL 20475752 by Mike Zyracki in ue5-main branch]
2022-06-02 17:02:01 -04:00
Andrew Rodham 5e41ceb941 Sequencer: Fixed console variable track icon
#jira UE-155493
#rb none
#preflight 6298bab6a67d6c83f8cbaec6

[CL 20468834 by Andrew Rodham in ue5-main branch]
2022-06-02 09:52:07 -04:00
Mike Zyracki 0eb576f976 Sequencer: Linked Anim Sequence, save anim sequence to disk when the level sequence is also saved to disk
#jira UE-155149
#rb na trivial
#preflight 6296dff2d47a1e60cda380ce

[CL 20453861 by Mike Zyracki in ue5-main branch]
2022-06-01 12:14:46 -04:00
robert manuszewski d1443992e1 Deprecating ANY_PACKAGE.
This change consists of multiple changes:

Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used  in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values

AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes

Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names

#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32

#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786

#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)

[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
Matt Hoffman 10f4fc50b2 Matinee: Fixed a bug in the Matinee to LevelSequence converter that caused audio sections to get added to their track twice. This has been an issue for a long time but only surfaced now that the MVVM UI has checks for it.
#jira None
#rb Andrew.Rodham
#preflight 628fad0a911f194ea737ef3d

[CL 20380918 by Matt Hoffman in ue5-main branch]
2022-05-26 12:52:45 -04:00
Max Chen 0167d4ea0f Sequencer: MVVM2 branch and Layer Bars
Copying //Tasks/UE5/Dev-SequencerMVVM2 to Main (//UE5/Main) @20364093

#preflight 628866dfb94f739b152c1e29
#preflight 628866e4585e8f793ee80943
#rb ludovic.chabant, andrew.rodham
#fyi ludovic.chabant, andrew.rodham, andrew.porter
#jira UE-105322

[CL 20364493 by Max Chen in ue5-main branch]
2022-05-25 10:39:33 -04:00
max chen 482d3778f8 Sequencer/Valykrie: More asset filter permissions
#rb scott.nelson
#preflight 628d69022f2409bc1e01f612

#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 20358898 via CL 20358911 via CL 20360271 via CL 20360327
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)

[CL 20360691 by max chen in ue5-main branch]
2022-05-25 02:13:28 -04:00
max chen 7f38066285 Sequencer/Valkyrie: Apply asset filters to asset pickers and drag and drop.
A private asset in a plugin can be seen and drag dropped into by a private asset in the same plugin. But a private asset cannot be referenced from another plugin.

#rb scott.nelson
#preflight 628721b30a57b0f54587500f

#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 20337948 via CL 20339634 via CL 20339811 via CL 20339960
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)

[CL 20341224 by max chen in ue5-main branch]
2022-05-23 19:09:30 -04:00
Max Chen 9c03481d38 Curve Editor: Curve points now default to the same color as the curve. Selected points defaults to white and is controllable by a preference.
The default color for curves is now a darker gray instead of White since the selection color is White.
The blue channel for Z and B channels is now brighter because it was too dark on the dark background.

#jira UE-149063
#rb andrew.rodham, matt.hoffman
#preflight 6288345c95170b5599ffc30e

[CL 20335878 by Max Chen in ue5-main branch]
2022-05-23 15:39:25 -04:00
robert manuszewski f8a812a32f Converting hardcoded short class/enum names to pathnames ahead of ANY_PACKAGE removal
#rb trivial
#jira UE-99463
#preflight 6288fd998828ea88c8aef3d0

#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20314896 via CL 20314897 via CL 20314903 via CL 20314904
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)

[CL 20315214 by robert manuszewski in ue5-main branch]
2022-05-22 10:30:02 -04:00
max chen c3a2cf0925 Sequencer: Fix actor reference track automatically creating keys
#rb andrew.rodham
#preflight 628676d3f15d967ff4bf6f2f

#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 20283978 via CL 20284134 via CL 20284335 via CL 20284446
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)

[CL 20304682 by max chen in ue5-main branch]
2022-05-20 18:45:10 -04:00
lauren barnes 4b82e918fa Replacing legacy EditorStyle calls with AppStyle
#rb header and class name replacement

#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20078276 via CL 20078825
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20106316 by lauren barnes in ue5-main branch]
2022-05-09 13:51:26 -04:00
Lauren Barnes 6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00
max chen bf7eb82263 Sequencer/Valkyrie: Track class permissions for what tracks can be added to movie scene.
Event Track and ConsoleVariable Track are disabled. Spawn Track is also disabled, which means you can't create spawnables in Valkyrie

Added FIsTrackClassAllowed to MovieScene which is bound in MovieSceneToolsModule to look at the class viewer rules.
Fix logic in MediaTrackEditor and LiveLinkPropertyTrackEditor which was always returning Supported for level sequences.

#preflight 6270563191629533ec2b6f79
#rb andrew.rodham

#ROBOMERGE-OWNER: max.chen
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 20031346 via CL 20033139 via CL 20033318 via CL 20033325
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20035188 by max chen in ue5-main branch]
2022-05-03 19:50:52 -04:00
Matt Peters 7ad238a806 AssetRegistry includes (Engine/Source): change #include "AssetData.h" -> #include "AssetRegistry/AssetData.h", and similar for the other moved AssetRegistry headers.
#rb Zousar.Shaker
#rnx
#preflight 6270509a220f89f0ad573030

[CL 20016982 by Matt Peters in ue5-main branch]
2022-05-02 18:06:48 -04:00
Mike Zyracki 49541ddc4c Sequencer: Linked Anim Sequences: When duplicating level sequences we also duplicate the linked anim sequence. Also added some BP/Python functions for creating linked anim sequences
#jira UE-149027
#jira UE-149731
#preflight 62607aa6de50cd99bbbab57c
#rb max.chen

[CL 19851796 by Mike Zyracki in ue5-main branch]
2022-04-21 13:12:26 -04:00