- where it seems the reference contains invalid skeleton
- refSkeleton access seems violated
- copied Jaren's fix w.r.t. evaluation crash due to setting different AnimBP in the middle of evaluation
#code review: Thomas.Sarkanen
#jira: FORT-160974, FORT-149957
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: lina.halper
#ROBOMERGE-SOURCE: CL 5672339 via CL 5675808 via CL 5675866
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 5678432 by lina halper in Dev-VR branch]
Added force params to allow debugging of frame skip/interpolation issues.
Fixed rigid body node being continually reset when running external frame skips.
#rb Jurre.deBaare
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 5424932 via CL 5432591 via CL 5432738
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 5436817 by thomas sarkanen in Dev-VR branch]
Added a new bool flag array as part of the FAnimExtractContext to be optionally used for disabling retrieval of bone transforms. The PoseDriver can then fill this array based on the bones it is interested in.
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: helge.mathee
#ROBOMERGE-SOURCE: CL 5305476 via CL 5309252 via CL 5309332
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 5330394 by helge mathee in Dev-VR branch]
* adding debug drawing for the cones used for each target
* adding a new normalization mode using a median cone
* adding overrides for distance method + function type per target
* improving the reloading of the pose list to maintain settings for known poses
#rb Lina.Halper, James.Golding
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: helge.mathee
#ROBOMERGE-SOURCE: CL 5089485 via CL 5091026 via CL 5091045
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 5209521 by helge mathee in Dev-VR branch]
[FYI] Luke.Tannenbaum
Validate BaseBoneRef in Update FAnimNode_RigidBody::IsValidToEvaluate(). Should fix crashes caused by referencing bones that don't exist at some LODs.
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: aaron.cox
#ROBOMERGE-SOURCE: CL 5064673 via CL 5065477 via CL 5066422
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 5140284 by aaron cox in Dev-VR branch]
Fixed a bug as uncovered by the new unit test (to be checked in in a separate submit).
* Added a new automation test file setup for animation
* Added a unit test for the calculate velocity node.
#rb Lina.Halper
#rb Aaron.Cox
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: helge.mathee
#ROBOMERGE-SOURCE: CL 4996498 via CL 4996991 via CL 5000426
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 5078530 by helge mathee in Dev-VR branch]
1) An easing node which can take a float value and run it through most of the easing functions available in FMath
2) A node to record motions over time and output an averaged velocity. This is useful for tracking the velocity of say a weapon and drive secondary effects.
3) A node which is a monolithic large version of 2) to make it easy for riggers to track the velocity of a bone / socket.
#rb Lina.Halper, Laurent.Delayen
[FYI] Laurent.Delayen
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: helge.mathee
#ROBOMERGE-SOURCE: CL 4974686 via CL 4975432 via CL 4976695
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 5032902 by helge mathee in Dev-VR branch]
Two changes fixed this. First we invert out the RateScale when calculating the PlayRate inside FAnimNode_SequenceEvaluator::UpdateAssetPlayer, since it get's multiplied back in the CreateTickRecordForNode function. This stops the jittering but the animation playback isn't scaled. To fix that we modify the Sequencer sections PlayRate by the asset'ss RateScale.
#jira UE-63636
#rb max.chen, martin.wilson
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 4896912 in //UE4/Release-4.22/... via CL 4896913
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4912523 by max chen in Dev-VR branch]
#lockdown Nick.Penwarden
#rb:none
============================
MAJOR FEATURES & CHANGES
============================
Change 4300079 by Thomas.Sarkanen
Fixed incorrect sub instance error reporting when multiple sub-instances of the same class are used
#jira UE-62613 - Using a Sub Anim Instance causes a "Sub Instance Loop" Compile Error
Change 4301787 by Lina.Halper
Fix crash when multi select with bone driven controller
- make sure you can't continue with mismatching types of classes, code becomes very vulnerable
#jira: UE-58531
Change 4302310 by Lina.Halper
Fix for anim slot window of small icons
#jira: UE-54822
Change 4302385 by Lina.Halper
remove constructor female data from control rig example
Change 4303861 by Lina.Halper
PR #4298: Avoid division by 0 in AnimLinkableElement (Contributed by DSDambuster)
#jira: UE-53260
Change 4304915 by Lina.Halper
PR #4842: UE-52767: UAnimComposite doesn't inherit from UAnimSequence (Contributed by projectgheist)
Fixes issue with stepping not working with AnimComposite
- it also loops around
#jira: UE-61367
Change 4307241 by Lina.Halper
Control rig : invalid FOV issue
#jira: UE-62799
Change 4310924 by Lina.Halper
Only display native control rig class for parent class picker
#jira: UE-62798
Change 4314164 by Jurre.deBaare
Fix issue with propagating vertex colors to static meshes in some cases not working correctly
#fix Using .OverrideVertexColors instead of .OverrideMapBuildData to do pointer comparison
#jira none
Change 4321197 by Lina.Halper
fix aim offset assets
- removed aimtest2 as it doens't really do anything
Change 4321673 by Martin.Wilson
Autoload Animation Blueprint compiler module in editor so that we can set up logging category (following how normal blueprint compiler works)
#jira UE-59319
Change 4321898 by Martin.Wilson
Change Live Link tab to nomad
#jira UE-54412
Change 4322333 by Thomas.Sarkanen
Fix additional params being displayed on blutility asset/actor actions dialog
#jira UE-62063 - Blutility context menu popup shows all pins inside function
Change 4322338 by Thomas.Sarkanen
Fixed mis-reported HLOD build indicator
#jira UE-62648 - HLOD cluster needs to be rebuilt even though they have been build
Change 4322368 by Lina.Halper
fixed build error
Change 4322378 by Lina.Halper
Fix issue where preview asset is not saved and not loaded unless it's loaded manually
#jira: UE-63254
Change 4322490 by Lina.Halper
- added an option to refresh transform as that can solve quick issues where ref pose goes wrong
- fixed search
#jira: UE-63136, UE-63181
Change 4322824 by Martin.Wilson
Fix possible crash due to retarget asset being cleaned up on ULiveLinkInstance
#jira UE-62265
Change 4325357 by Thomas.Sarkanen
Perform anim update even when we have zero bones, but still skip evaluation
This ensures that notifies still get triggered in all update-relevant tick modes, even on dedicated servers.
#jira UE-63204 - Dedicated servers do not trigger anim notifies in anim sequences
Change 4325358 by Thomas.Sarkanen
Fix incorrect interpolations when using URO and CopyPoseFromMesh
This ensures that CopyPoseFromMesh uses the correct target pose to inteprolate to, rather than the already-interpolated output pose.
#jira UE-62588 - URO is incompatible with CopyPoseFromMesh in certain circumstances
Change 4325552 by Martin.Wilson
Fix doubling of playrate in marker sync code
#jira UE-59008
Change 4331507 by Thomas.Sarkanen
Fixed crash when creating a new notify in certain circumstances
When creating a notify causes a timing order change, then the timing panel wasnt getting refreshed and was accessing the wrong notify to do its drawing.
#jira UE-63476 - Editor crashes if you add a notify to montage
#ROBOMERGE-OWNER: jason.bestimt
#ROBOMERGE-SOURCE: CL 4335668 in //UE4/Main/...
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)
[CL 4335669 by lina halper in Dev-VR branch]