Commit Graph

47 Commits

Author SHA1 Message Date
jaime cifuentes
e71560bdff Added compiler note and visual warnings to state machine transitions if the transition rule has logic but the flag for automatic rule based condition is set
#jira UE-170338
#rb jose.villarroel

[CL 26665714 by jaime cifuentes in ue5-main branch]
2023-07-28 03:19:20 -04:00
roland munguia
93720bd718 Fixes for automatic transitions rules and added the feature to manually set their trigger time.
- Added support for explicitly specifying the transitions trigger time when using state machine automatic transition rules.
- Fixed state machine automatic transitions rules not triggering from a looping animation.
- Fixed state machine automatic transitions rules that have their next state as a conduit state triggering before reaching the end of the animation.
- Consolidate all the ways to check if asset in asset player is looping into a single api call, IsLooping().
- Added getter for a AssetPlayer's DeltaTimeRecord.
- Added warning when a asset player is using looping animations with automatic rule based transitions.

#jira UE-171299, UE-180844, UE-185174

[CL 25877647 by roland munguia in ue5-main branch]
2023-06-08 14:19:19 -04:00
jaime cifuentes
981823850f Enable Random Sequence Player react to automatic transition rules
#rb thomas.sarkanen
#jira UE-160566
#preflight 632ad260826e0c2fe994e9dd

[CL 22112881 by jaime cifuentes in ue5-main branch]
2022-09-21 10:45:04 -04:00
jaime cifuentes
101097fcd1 Animation State Machine UX update (renamed "Add New State Machine" as "State Machine" and removed trailing "..." from all the context options, to be coherent with other UX options
#Jira UE-156485
#rb lucas.dower
#preflight 630e2c62a416f6df25d92124

[CL 21702009 by jaime cifuentes in ue5-main branch]
2022-08-30 11:32:46 -04:00
thomas sarkanen
aa58e3e999 Updated categories of animation nodes & functions
Reorganized and consolidated for easier navigation

#rb Jurre.deBaare,Lucas.Dower
#jira UE-156715
#preflight 62a9ac0f13004691f97cd9da

#ROBOMERGE-OWNER: thomas.sarkanen
#ROBOMERGE-AUTHOR: thomas.sarkanen
#ROBOMERGE-SOURCE: CL 20667777 via CL 20668358 via CL 20668456 via CL 20668474
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v955-20579017)

[CL 20669758 by thomas sarkanen in ue5-main branch]
2022-06-15 10:37:36 -04:00
jose villarroel
95dd318cea Added Animation State Machine Library for common helper functions used in anim node functions:
*Added IsStateBlendingIn/Out to library
#jira none
[at]Thomas.Sarkanen, [at]Koray.Hagen
#preflight 619eab6488439fccfeab1615

#ROBOMERGE-AUTHOR: jose.villarroel
#ROBOMERGE-SOURCE: CL 18326309 in //UE5/Release-5.0/... via CL 18326338
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18326360 by jose villarroel in ue5-release-engine-test branch]
2021-11-30 12:12:43 -05:00
jose villarroel
e5f1174ec4 Allow conduits to be used as entry states in animation state machines
#jira none
[at]Thomas.Sarkanen, [at]Koray.Hagen
#preflight 619d07da810f5e07a378f6d6

#ROBOMERGE-AUTHOR: jose.villarroel
#ROBOMERGE-SOURCE: CL 18271526 in //UE5/Release-5.0/... via CL 18271560
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18271579 by jose villarroel in ue5-release-engine-test branch]
2021-11-23 12:09:54 -05:00
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
timothy daoust
d6ca80a2e5 Fixed a bug where state naming was not validating against sub-graphs
#jira UE-114207

#rb jurre.debaare

[CL 16536792 by timothy daoust in ue5-main branch]
2021-06-02 13:46:46 -04:00
Thomas Sarkanen
16eee0289d Anim node data/compiler refactor
Per-node constant data is now held on a generated struct as part of sparse class data.
Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class.

The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements.

Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data.
Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants.
Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link.
Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future.

Moved property access into Engine module & removed event support from it - this was never used.
Reworked property access compilation API a little - construction/lifetime was a bit confusing previously.

Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few.

Patched the following nodes to use the new data approach:

- Asset players (sequences, blendspaces, aim offsets)
- Blend lists
- Ref poses
- Roots

#rb Jurre.deBaare, Martin.Wilson, Keith.Yerex

[CL 16090510 by Thomas Sarkanen in ue5-main branch]
2021-04-22 04:57:09 -04:00
Thomas Sarkanen
5364bab827 Backing out CL 16071104
[CL 16071592 by Thomas Sarkanen in ue5-main branch]
2021-04-21 08:01:44 -04:00
Thomas Sarkanen
0ddbfb9894 Anim node data/compiler refactor
Per-node constant data is now held on a generated struct as part of sparse class data.
Per-node mutable data (i.e. pin links/property access mappings) is now held on a generated 'mutable data' struct that is compiled as part of the generated class.

The anim BP compiler is now extended more conventionally using UAnimBlueprintExtension, derived from UBlueprintExtension. This directly replaces the older 'compiler handler' pattern that was added in an emergency fashion for 4.26. Anim graph nodes now request their required extensions and these are held on the UAnimBlueprint in the UBlueprint::Extensions array. The Extensions array is potentially refreshed with any node addition or removal. The Extensions array is force-refreshed each time an anim BP is compiled for the first time to deal with newly added or removed requirements.

Const-corrected a bunch of UAnimInstance/FAnimInstanceProxy APIs that rely on (now truly) const data.
Added a split state/constant version of FInputScaleBiasClamp to allow some of its data to be split into constants.
Tweaked alignment/ordering of FPoseLinkBase to save a few bytes per pose link.
Deprecated FAnimNode_Base::OverrideAsset in favor of a more UAnimGraphNode_Base-based approach. Individual nodes can still have runtime overrides via specific accessors. The new approach will also give us the oppurtunity to override multiple assets per node if required in the future.

Moved property access into Engine module & removed event support from it - this was never used.
Includes a thread-safety fix for 4.26 that hasnt made it over to 5.0 yet.
Reworked property access compilation API a little - construction/lifetime was a bit confusing previously.

Optimized path used to create UK2Node_StructMemberSet nodes in per-node custom events. When using mutable data, the structure used is large and very sparsely connected (i.e. only a few properties are written) so we only create pins that are actually going to be used, rather than creating all of them and conly connecting a few.

Patched the following nodes to use the new data approach:

- Asset players (sequences, blendspaces, aim offsets)
- Blend lists
- Ref poses
- Roots

#rb Jurre.deBaare, Martin.Wilson, Keith.Yerex

[CL 16071104 by Thomas Sarkanen in ue5-main branch]
2021-04-21 07:09:28 -04:00
jose villarroel
23f73d1dc7 Added state aliasing for the anim graph state machine.
#review-15715574 @Thomas.Sarkanen, @Aaron.Cox
#preflight 6054c8f5c27ab80001b00547

[CL 15749554 by jose villarroel in ue5-main branch]
2021-03-19 14:32:13 -04:00
Thomas Sarkanen
2d2f89842b Fixed crash pasting a state machine
#jira none

[CL 15206339 by Thomas Sarkanen in ue5-main branch]
2021-01-26 08:36:03 -04:00
Thomas Sarkanen
5419497f90 BlendSpace 2.0: Blendspace Graph Node
Added a new animation graph node that hosts its own UBlendSpaceBase. Modified UBlendSpaceBase to allow for pose links to be evaluated as the sample points.
The new blend space graphs can be spawned from existing UBlendSpace and UBlendSpace1D assets, or they can be created from scratch, or they can be converted from existing blendspace player nodes via the context menu.

Fixed anim node conversion functions so that their transactions work correctly.

Updated FBlueprintEditorUtils::IsGraphNameUnique to allow it to work with any object as the outer, not just UBlueprint. UBlueprint still has a special case for functions and events. This is to support GenerateUniqueGraphName within a scope (e.g. an outer graph).

Formalized the concept of 'node sub-graphs' (as well as the composite node pattern a little). Previously a number of known node types that contained sub-graphs (e.g. UK2Node_Composite) had special case logic for dealing with node/graph deletion etc. Now  any node can opt into this behaviour via the GetSubGraphs() override.

Added status bar readouts for the blendspace grid, so we dont have to stuff the prompts into the tooltip any more.

Moved anim BP related APIs out of FBlueprintEditor. They are always used via FAnimationBlueprintEditor.

Refactored graph title bar widget creation out into a function to allow other document tab factories to create it.

Altered breadcrumb trail click callbacks and SMyBlueprint::ExecuteAction to always JumpToHyperLink rather than calling OpenDocument directly. This allows unknown (to FBlueprintEditor) document types that reference objects to be correctly jumped to using the breadcrumb trail. Derived asset editors (i.e. FAnimationBlueprintEditor) can intercept the JumpToHyperlink call to ensure that the correct document is presented (i.e. the correct tab payload is generated).

Instead of making yet another bunch of duplicated code for handling the various alpha blend options, refactored this into FAnimGraphNodeAlphaOptions (for editor code) and FAnimNodeAlphaOptions (for runtime code).

Added OnCopyTermDefaultsToDefaultObject for per-node copying of default values from editor node to runtime node, rather than another special-case in the compiler.

#rb Jurre.deBaare,Phillip.Kavan

[CL 15177316 by Thomas Sarkanen in ue5-main branch]
2021-01-25 08:43:19 -04:00
Thomas Sarkanen
b85a3cea8c Animation sync node and anim graph attributes
Refactored tick record sync into utility structure - FAnimSync. This improves the odd API around tick records, better encapsulating functionality and leaving less for the caller to get wrong. This will also eventually allow this to be refactored out into a scriptable pipeline stage.
Added sync node and scoped sync message for new 'graph based sync'. Nodes that subscribe to graph-based-sync determine their sync group based on the scope that they are in.
Removed 4.26-style sync scopes - pushed all syncing up to the main anim instance. Linked anim instances no longer sync their own tick records.
To make graph based sync more useful, surfaced graph attributes and their visualizations as labels on pins and parallel wires to visualize flow.
This involves statically determining the attribute flow of the graph at compile time. Added a new compiler handler to deal with this new debug data.
Updated a lot of nodes to specify their attributes so graph flow can be correctly visualized.
Added tracing of attributes and sync records and visualization of traced records when debugging the anim graph.

#rb Jurre.deBaare, Martin.Wilson

[CL 14998555 by Thomas Sarkanen in ue5-main branch]
2021-01-06 09:11:59 -04:00
john vanderburg
e6bf65cb19 Add support for blend profiles inside anim montages and blend nodes.
Improved blend profile support adding a time based method.

#jira UE-100992
#review @Aaron.Cox, @Jose.Villarroel, @Thomas.Sarkanen

[CL 14831887 by john vanderburg in ue5-main branch]
2020-12-01 18:43:52 -04:00
john vanderburg
121a24f7e1 Improve the Blend Profiles by allowing time based profiles.
Users can now select the blend profile mode: Blend Weight Factor based or Time Factor based.
The Blend Weight Factor method is the legacy method, which multiplies the transition blend weight with the per bone factor.
The new Time Factor method allows you to specify a time factor. A value of 0.5 would mean the bone would take half the time of the transition to reach its target state, while a value of 0.1 would mean it takes a tenth of the time, etc. A value of 0 would make the bone instantly transition into the target state.

#jira UE-100994
#review-14530265 @Aaron.Cox, @Thomas.Sarkanen

[CL 14539393 by john vanderburg in ue5-main branch]
2020-10-21 16:54:58 -04:00
Thomas Sarkanen
dc121614f5 Re-adding SyncGroupNameToRequireValidMarkersRule to baked anim state transition rules
This was merged out in CL 14113036 when resolving a merge to staging

#rb Michal.Valient
#jira none

[CL 14376949 by Thomas Sarkanen in ue5-main branch]
2020-09-23 10:57:44 -04:00
Thomas Sarkanen
8b3709fb28 Restricted anim BP compiler subsystem APIs
Removed direct access to currently compiling BP class to restrict unguarded mutation.
Const-corrected various accessors and overrides.
Moved UObject-based compiler subsystems to 'handlers' and removed UObject dependency.
Moved from set of virtual functions on subsystems/handlers to a restricted set of contexts passed to specific multicast delegates that handlers subscribe to.
Removed anim class subsystems.
Moved property access code to engine module (editor code is still in a plugin).
Fixed nativized builds where anim BPs have nativized/non-nativized classes in the hierarchy

#rb Dan.OConnor
#jira none

[CL 14278258 by Thomas Sarkanen in ue5-main branch]
2020-09-09 08:32:25 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
ryan durand
627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
martin wilson
d12b854ccb Fix issues introduced by copy and pasting new animgetters (incorrect state machine references causing crashes)
#jira UE-53450
#rb Benn.Gallagher

#ROBOMERGE-SOURCE: CL 4127281 in //UE4/Release-4.20/...
#ROBOMERGE-BOT: RELEASE (Release-4.20 -> Release-Staging-4.20)

[CL 4127282 by martin wilson in Staging-4.20 branch]
2018-06-13 11:00:19 -04:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00