Commit Graph

184 Commits

Author SHA1 Message Date
robert manuszewski
d3991fec9b Fixing potential compile errors ahead of enabling TObjectPtr GC barrier
#rb trivial

[CL 26868625 by robert manuszewski in ue5-main branch]
2023-08-05 06:09:54 -04:00
michael forot
6e4094da3e Chaos implicit object ref counted ptr + union simple shapes (WIP)
#rb chris.caulfield

[CL 26722951 by michael forot in ue5-main branch]
2023-07-31 17:46:47 -04:00
alex mcadams
be6e192b2f Enable PhysicsAsset Create and setting from FBX and Datasmith Import in UEFN.
Also disabled creating constraints from the PhysicsAssetUtils level by just checking if UPhysicsConstraintTemplate are allowed to be created. This allowed me to remove the code modifying the UPhysicsAssetGenerationSettings defaults at the ValkyrieEditor level.

#rb Sergio.Gardeazabal jeanluc.corenthin

[CL 26198788 by alex mcadams in ue5-main branch]
2023-06-22 19:16:16 -04:00
kirill zorin
de8db5ff76 Converting ARO-facing raw pointers to TObjectPtr ahead of raw pointer ARO API deprecation.
#rb zousar.shaker
#rb markus.breyer
#rb robert.manuszewski

#preflight 646391406b1406b54ab15460

[CL 25489627 by kirill zorin in ue5-main branch]
2023-05-16 10:52:49 -04:00
alex mcadams
5c8e0223e7 Fix more fallout from updating PhysicsAssetEditor to work with UEFN (more specifically, updating to use new Tools Menu).
We were holding onto SharedPtrs to the PhysicsAssetEditor in menu extensions lambdas that caused the asset editor to not clean up propertly. This made it so you couldn't re-open an asset after it had been closed in the editor. Hold onto weakptrs instead.

#preflight 64628160cf788a255845cae7
#rb karen.jirak

[CL 25482670 by alex mcadams in ue5-main branch]
2023-05-15 19:28:43 -04:00
alex mcadams
54daf673de Add PhysicsAssets to UEFN for Query/Probe only. All UI related to constraints and simulation has been hidden.
I updated a few of the main menus to use the new "Tool Menus" instead of the old "Menu Builder" so they could be hidden via the json permissions file. However, there are a bunch of contextual menus that I did not upgrade. Instead, I gated the creation of any simulation or constraint "legacy" menus via new properties in the PhysicsAssetEditorOptions which are set from the ValkyrieEditor. The Valkyrie Editor also changes the default create params (FPhysAssetCreateParams) to not create constraints, so constraints will not be created when creating new physics assets.

#preflight 644818dbfa6ba3cc5b5a818e
#rb rex.hill jason.stasik chris.caulfield

[CL 25192111 by alex mcadams in ue5-main branch]
2023-04-25 19:24:03 -04:00
kirill zorin
a469aafd78 Update callsites to prepare for upcoming TArray/TArrayView<TObjectPtr<...>> restrictions
#rb zousar.shaker
#rb devin.doucette
#rb steve.robb
#rb robert.manuszewski
#rb saam.barati
#preflight 643f4c09a35280ed4f53ccb3

[CL 25100071 by kirill zorin in ue5-main branch]
2023-04-18 22:39:29 -04:00
Alex McAdams
38e33904bf Fix F framing of level sets in physics asset editor
#jira UE-178251
#preflight 643f21f2211b661dc4770f17
#rb trivial

[CL 25098399 by Alex McAdams in ue5-main branch]
2023-04-18 19:24:04 -04:00
nick brett
95ebae4e59 [UE] Fix for static analysis warning in FPhysicsAssetEditorSharedData::GetConstraintBodyTM - Horde issue 288292
#rnx

[CL 25022625 by nick brett in ue5-main branch]
2023-04-13 06:39:56 -04:00
nick brett
d22c5a29b9 [UE] Editor Physics constraint Debug Draw and in viewport editing changes
- Fix instances where a bone index is retrieved from the reference skeleton and used it to index into the editor skeleton component (Editor only)
- Add a new prioritized input chord feature to the EdtiorViewportClient that acts to resolve conflict between overlapping input key combinations. When higher priority key chords evaluate true, the required key presses are marked as consumed and are ignored by lower priority chords.
- Use the new prioritized input chord feature to prevent the keyboard modifier for editing the child frame - Alt + Shift - from clashing with keyboard modifier for the Lock camera to widget feature - Shift - which was causing the translation widget to move erratically when editing the child frame.
- Render the manipulator widget in the child frame when editing the child transform
- Draw the constraint limit cones in the parent frame
- Draw the transform of the child reference frame
- Draw an arrow indicating the constraint�s current twist

#jira UE-182207, UE-144378
[REVIEW] [at]Benn.Gallagher, [at]Danny.Chapman, [at]Cedric.Caillaud
#preflight 6436770a4c0cdaea09334141

[CL 25018207 by nick brett in ue5-main branch]
2023-04-12 18:59:51 -04:00
joe kirchoff
4eb0d7b810 Remove unnecessary private include path
#rnx
#jira UE-177808

[CL 24351077 by joe kirchoff in ue5-main branch]
2023-02-21 17:19:34 -05:00
benn gallagher
87a1f284cd Fix bShowCoM draw mode in physics asset editor. Changed CoM star visualisation for foreground draw priority to show on top of the mesh in the editor.
#rb Nick.Brett
#preflight 63f4ddc4500c05a624a6bed5

[CL 24344976 by benn gallagher in ue5-main branch]
2023-02-21 13:47:24 -05:00
Alex McAdams
613b0638b9 Add Skinned Level Set Physics type.
This adds a new Chaos Implicit Object TWeightedLatticeImplicitObject which can wrap any (bounded) rigid implicit object with a weighted lattice. The lattice deforms via Linear Blend Skinning and is used to approximate deformation of the wrapped rigid implicit object.

A new physics asset FKShapeElem type has been added: the FKSkinnedLevelSet which holds a TWeightedLatticeImplicitObject<FLevelSet>. The PhysicsAssetEditor has been updated to generate this for skeletal meshes. Skinned level sets can be generated from a subset of bones in the skeletal mesh. Weights are transferred by Poisson diffusing weights on the surface to the volumetric lattice points.

There is limited debug draw and the asset generation workflow likely will need iteration.

#preflight 63d9b7f48505ea6b1fd4abb4
#rb kriss.gossart

[CL 23950693 by Alex McAdams in ue5-main branch]
2023-02-01 12:00:49 -05:00
halfdan ingvarsson
986755258e Persona: Remove magic code from preview customization and allow the various editors to explicitly disable skeleton match for preview meshes.
#jira UE-175139
#rb kiaran.ritchie
#preflight 63d201e6450d5cdd0b2134c0
#rnx

[CL 23864280 by halfdan ingvarsson in ue5-main branch]
2023-01-25 23:51:30 -05:00
christopher waters
7215f7d4ec Fully moving MaterialDomain to its own header.
#jira none
#preflight 639b4dc335203bc7aa695078

[CL 23531533 by christopher waters in ue5-main branch]
2022-12-15 16:01:51 -05:00
chris caulfield
f66a22576e Fix PhAT preview in RBAN simulation mode
#rb michael.lentine, helge.mathee

#preflight 6393ab415c5308d18c51f063

[CL 23475371 by chris caulfield in ue5-main branch]
2022-12-11 23:12:02 -05:00
Thomas Sarkanen
d9c2b172f7 Skeleton compatibility improvements
Skeleton compatibility is now bi-directional. Specifying a compatible skeleton A -> B now implies B -> A.
Skeleton compatibility is now an editor-only concern. The runtime will attempt to do the 'best it can' via name -> name mappings. Only the editor will prevent assigning incompatible skeletons in (e.g.) asset pickers etc.
Skeleton compatibility checks in editor can now be disabled in the editor preferences (and each asset picker now has a checkbox option in its view settings that allows for quick access to this).

Moves FSkeletonRemapping to its own file (which is now private).
Skeleton remappings are now generated on demand on worker threads just before animation decompression and stored in a registry, guarded by FRWScopeLock for thread-safety.

Fixed some anim BP compiler edge cases where asset references on pins were not getting preloaded correctly, causing skeletons to be erroneously reported as missing.

Exposed the current asset registry filter in SAssetView so that menu extensions can access it (and use it to provide context)

#jira UE-166054
#jira UE-167355
#rb Jurre.deBaare,John.vanderBerg
#preflight 635902602e6690262afa86f9

[CL 22878911 by Thomas Sarkanen in ue5-main branch]
2022-11-01 06:25:59 -04:00
henrik karlsson
4a5e13525d Fixed non-unity non-pch compile errors
#preflight skipped
#rb none

[CL 22788359 by henrik karlsson in ue5-main branch]
2022-10-26 16:22:34 -04:00
henrik karlsson
b5b86c796c This change is a strategical submit for a coming change that removes lots of includes in headers that are included by many files. This change contains adding of includes in files that previously got those includes transitively from other inclkudes
#preflight 6355d4940313c24974b2107b
#rb none

[CL 22783162 by henrik karlsson in ue5-main branch]
2022-10-26 12:57:32 -04:00
tyson brochu
e84463686d SkeletalMeshEditor: add option to use level sets when running "Generate All Bodies"
#jira UE-167098
#rb kriss.gossart
#preflight 634dae93305a762e7e58bdf2

[CL 22576877 by tyson brochu in ue5-main branch]
2022-10-17 16:34:23 -04:00
nick brett
df3a99a712 [UE][FIX] Vewport manipulation widget does not appear in the same loaction as the selected Constraints on bones with scaling in PhAT
- Don't ignore bone scaling when calculating widget transforms for constraints.

#rb [at]Thomas.Sarkanen, [at]Cedric.Caillaud
#preflight 632986a9f87253e021ffb1d4
#rnx

[CL 22090682 by nick brett in ue5-main branch]
2022-09-20 07:30:30 -04:00
lucas dower
c925ee24df Crash fix for attempting to find the parent index of index none.
#jira UE-151241
#rb nick.brett
#preflight 63249313cb23fcbbd80d58d8

[CL 22053306 by lucas dower in ue5-main branch]
2022-09-16 13:10:55 -04:00
nick brett
29f9ab7cc7 [UE][FIX] Alt rotate does not work when simulating in PhAT and the mouse cursor is first clicked when hovering over a physics body
- Change FPhysicsAssetEditorEditMode::SimMousePress s.t. it only consumes input (returns true) when it has an effect.

[REVIEW] [at]Chris.Caulfield, [at]Thomas.Sarkanen
#rnx

[CL 21962082 by nick brett in ue5-main branch]
2022-09-12 05:55:38 -04:00
bryan sefcik
b93a6cf7ed Pass 1 on editor include fixes:
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.

#jira
#preflight 631e283bec5b0c765fc0ffdb

[CL 21960084 by bryan sefcik in ue5-main branch]
2022-09-11 18:33:06 -04:00
kiaran ritchie
9ece7682e8 Adding "Preview Scene Settings" tabs to IK Rig & Retarget editors.
This change also added a delegate to FPersonaToolkitArgs with reference to a IDetailBuilderLayout so assets can customize the Preview Scene Settings.

#JIRA https://jira.it.epicgames.com/browse/UE-148894
#rb halfdan.ingvarsson
#preflight
#preflight 631b7a00967ffc68fb262e06

[CL 21924418 by kiaran ritchie in ue5-main branch]
2022-09-09 13:58:03 -04:00