- Added a new project setting to use Interchange for "import into level"
- It currently only spawns empty actors, in hierarchy, with the correct transforms.
#rb Alexis.Matte, Richard.TalbotWatkin, Julien.Stjean
#ROBOMERGE-SOURCE: CL 17117529 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17117539 by jeanmichel dignard in ue5-release-engine-test branch]
Implemented UI tab widget for dislaying import results.
Implemented basic static mesh import, excluding collision import.
Various API tweaks, to accomodate the message passing, plus various bugfixes.
#rb Alexis.Matte
#ROBOMERGE-SOURCE: CL 16822676 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16822681 by richard talbotwatkin in ue5-release-engine-test branch]
#feature add ability to only apply out-of-date animation modifiers from asset context menu, and through details view on AnimationModifier classes
#fix ensure that we do not apply pending kill modifiers or instances that are used for reverting
#jira UE-84819
#rb Thomas.Sarkanen
#preflight 60cb38fd6092ba000140842e
#ROBOMERGE-SOURCE: CL 16704034 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16704042 by jurre debaare in ue5-release-engine-test branch]
Adds 'template' anim BP concept. These anim BPs have no TargetSkeleton and as such cannot have direct references to animations placed inside of their anim graphs
Adds function call support from anim nodes. All anim graph nodes can now call functions when initialized, updated, evaluated or when they first become relevant.
Relevancy is established using a new FAnimSubsystemInstance_NodeRelevancy which tracks nodes in a local map, per UAnimInstance, if nodes require it.
Functions are displayed on the node if bound, and in the details panel.
Added a new override point to FAnimSubsystemInstance to allow for WT init.
Moved FMemberReference customization into a public header so it can be used on anim node functions.
Wrapped functions up into FAnimNodeFunctionRef structure so they can be re-used more effectively. Converted CallFunction node to use them.
Added a couple of simple BP function libraries to demonstrate the use of the new FAnimNodeContext (this is intended to be a generic way of exposing FAnimNode_Base types to script without the node types themselves having to be known to script directly).
Added the ability to set exposed properties as 'always dynamic' so they appear in mutable data rather than being merged into constants. This allows for the anim node data API to be changed to be less strict (and more script friendly). Now values can be set in mutable data (via GET_MUTABLE_ANIM_NODE_DATA_PTR) and attempted sets to constant data can be ignored and reported to client code.
A few minor crash fixes with edge cases (inc when trying to open an asset editor fails because of a missing skeleton/cancellation).
Also fixes an issue where literal linked anim graph/control rig/custom poroperty node inputs didnt get copied
#rb Jurre.deBaare,Aaron.Cox
#ROBOMERGE-SOURCE: CL 16703644 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16703653 by thomas sarkanen in ue5-release-engine-test branch]
Results for breaking a Level Instance with ~10K actors: ~810s down to ~256s.
#rb patrick.enfedaque
#ROBOMERGE-SOURCE: CL 16586087 via CL 16586102
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16586109 by jeanfrancois dube in ue5-release-engine-test branch]
Results for breaking a Level Instance with ~10K actors: ~810s down to ~256s.
#rb patrick.enfedaque
#ROBOMERGE-SOURCE: CL 16586087
#ROBOMERGE-BOT: (v828-16531559)
[CL 16586102 by jeanfrancois dube in ue5-main branch]
More work to do but this is a minimal functional starting point.
#rb halfdan.ingvarsson
#preflight 609da63e046b9d00010b8246
[CL 16321681 by Jeremy Moore in ue5-main branch]
#jira FROST-2297
Would potentially lead to external actors packages being treated as "empty", being deleted from disk & marked for deletion in the SCC.
#rb francis.hurteau, jeanfrancois.dube
[CL 16115032 by Sebastien Lussier in ue5-main branch]
Unstable crash on moving assets from one folder to another
Referencing packages & possibly their non RF_Standalone content were GC'd at the first GC pass, before they had the chance of being saved.
Made sure referencing packages are saved before a GC pass is done.
#ROBOMERGE-SOURCE: CL 16060766 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v789-15992632)
[CL 16064236 by sebastien lussier in ue5-main branch]
Also go back to using Cast/CastChecked/ExactCast as these have now been made more efficient for use with wrapped object pointers.
#rb ben.ingram
#preflight 6075d5d70a49b7000126f5b3
[CL 15993517 by Zousar Shaker in ue5-main branch]