MovieScene was targeted as its headers were at the top of profiling ShooterGame builds.
Tested with -disableunity and -nopch. Current timings take ShooterGameEditor rebuild from 480s to 440s
#jira none
#rb josh.adams
#preflight 624c97a63661c8f04a191889
[CL 19634779 by christopher waters in ue5-main branch]
#preflight 6234ddd0da56b5683aca15fa
#rb matt.hoffman
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 19453201 via CL 19459091 via CL 19463147 via CL 19475173 via CL 19475241
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v935-19464907)
[CL 19475931 by max chen in ue5-main branch]
Since Selection ticks before any filter is applied and the curve editor tree is udpated in FSequencer::Tick we need to sync the curve editor on the next tick so the filter is applied first, otherwise the curve tree hierarchy won't be up to date and the curve may not be found.
#jira UE-145538
#preflight 6238b73fda56b5683ae7e337
[CL 19469375 by Mike Zyracki in ue5-main branch]
#rb none
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 19422395 via CL 19424158 via CL 19430195 via CL 19430254
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v930-19419903)
[CL 19432582 by max chen in ue5-main branch]
#rb matt.hoffman
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 19374016 via CL 19376452 via CL 19391698 via CL 19391988
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19402246 by max chen in ue5-main branch]
Previously, the intent for control rigs included the control node name, ie. Foot_L.Location.X. This means it could not match Foot_R.Location.X. With this change, the intent for control rigs are filled in with just Location.X.
The intent for non control rig transforms remains the same - it includes the group and the display name. For static mesh transforms, this is Location.X.
With this change, you can now copy one node's channels to multiple objects. For example, copy Node1's Location channels and pasting them onto one or more nodes results in all of those getting Node1's Location channels.
You can also now copy multiple nodes to multiple objects in order. For example, copying Node1's Location and Node2's Location channels onto Node3 and Node4 results in Node3 getting Node1's Location channel and Node4 getting Node2's Location channel.
#jira UE-144528
#preflight 6222965f0e2d25b12b3abd97
#rb mike.zyracki
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 19344823 via CL 19346627 via CL 19351368 via CL 19351426
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19351987 by max chen in ue5-main branch]
This also allows the path tracer to be used in the niagara editor (with constant invalidation, but avoiding blurring)
#rb Matt.Hoffman
#preflight 62269e11a71867308f42738a
[CL 19295821 by chris kulla in ue5-main branch]
This fixes a bug where the mode is set to "No Active Mode" when reopening the editor because the Sequencer modes are added before the default mode. This can be removed once a general fix for UE-143791 has been implemented.
#jira UE-144086
#preflight 621d0b75037be0078ca9f7ef
#rb christina.tempelaarl
#lockdown laurent.delayen
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 19179266 in //UE5/Release-5.0/... via CL 19180484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19204151 by max chen in ue5-main branch]
[FYI] grayson.edge
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 19074328 via CL 19086855 via CL 19087301 via CL 19088529
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19131440 by max chen in ue5-main branch]
Pasted component bindings need to be remapped to their spawnables. Previously, a temp active spawn section would be injected so that the component bindings could find their parent spawnables. This isn't necessary though since MakeNewSpawnable would have already made the spawnable.
Also, attach sections and other sections that have bindings need to be remapped from the old copied binding to the new pasted binding.
#jira UE-143147
#preflight 620ffae6eb1ea1b2cce2d78a
#rb mike.zyracki
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 19058724 via CL 19065467 via CL 19065545 via CL 19065777
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v918-19018356)
[CL 19066960 by max chen in ue5-main branch]
Lock button shows blue/on when locked
Disable adding/moving marks when locked
Disable playback range and mark menu options when locked
Selection is still allowed
#jira UE-142083
#preflight 6205ac310c64e1822f4b69a7
#rb max.chen
#ROBOMERGE-OWNER: max.chen
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 18954849 via CL 18954889 via CL 18954905 via CL 18955927 via CL 18956265
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 18958367 by HertzDonut in ue5-main branch]
Import fbx onto template sequence works by creating a temporary template sequence player, spawns the necessary objects, and then matches the objects to the imported fbx data. The issue here was that the spawnables weren't spawning because the binding override is by default to not override the default. With template sequences, usually you have another object that takes the place of the binding. By setting this false in FindOrAddBinding, this allows the temporarily spawned objects to be found and mapped onto.
#jira UE-129635
#preflight 620443af724404041865387d
#rb mike.zyracki, ludovic.chabant
#lockdown simon.tourangeou
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 18938477 in //UE5/Release-5.0/... via CL 18938664 via CL 18938862
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 18938868 by max chen in ue5-main branch]
#preflight 6203fd1472440404185ba530
#rb none
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 18922933 via CL 18925174 via CL 18925297 via CL 18926920 via CL 18928734
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v916-18915374)
[CL 18929182 by max chen in ue5-main branch]
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f8719ea6632a34f35e654b
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18801709 in //UE5/Release-5.0/... via CL 18802160 via CL 18821533
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821619 by andrew davidson in ue5-main branch]
FMovieScenePossessable now has an FMovieSceneObjectBindingID which can be set to bind to a spawnable object. Calling sites should invoke BindSpawanbleObject which will establish the FMovieSceneObjectBindingID which is resolved in FMovieSceneObjectCache::UpdateBindings
#jira UE-120385
#preflight 61e204a84b4bd12cbeea3e2a
#rb andrew.rodham
#ROBOMERGE-AUTHOR: max.chen
#ROBOMERGE-SOURCE: CL 18680446 in //UE5/Release-5.0/... via CL 18680469 via CL 18680842
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v902-18672795)
[CL 18681445 by max chen in ue5-main branch]