#fix re-introduce marking AnimSequence as modified when applying animation-modifier(s), removed in CL 23191977
#jira UE-188597
#rb Thomas.Sarkanen
[CL 26771279 by jurre debaare in ue5-main branch]
[REVIEW] [at]jurre.debaare
#fix prevent deadlocking when trying to cancel async animation compression task while holding onto evaluation/modification lock on current thread
#misc ensure that apply an animation modifier holds aforementioned lock
#misc add bracket to MotionExtractorModifier
#rb Thomas.Sarkanen
#ushell-cherrypick of 25447073 by Jurre.deBaare
#localization none
#tests tested cook on project that was timing out to confirm this fixed the issue
[CL 25964700 by rob perren in ue5-main branch]
#jira UE-184438
#fix prevent deadlocking when trying to cancel async animation compression task while holding onto evaluation/modification lock on current thread
#misc ensure that apply an animation modifier holds aforementioned lock
#misc add bracket to MotionExtractorModifier
#preflight 645e19df5b775f11fba5e0fe
#rb Thomas.Sarkanen
[CL 25448534 by jurre debaare in ue5-main branch]
- Dll Export the FApplyModifiersScope object to allow batch apply modifiers by script (Python or Blueprint Scripted Actions)
- New API to suppress warning or error dialogs when applying modifiers from script
- Fix : 'YesToAll' 'NoToAll' not respected when both error and warning are throwed from same modifier class
Contributed by Yupeng.Zhang
#rb Jurre.deBaare
#preflight 63c539422e714f64add554e5
#jira UE-172660
[CL 23728150 by Jurre deBaare in ue5-main branch]
- Added new compression and 'compiling' API/path
* Relies on newer DDC API
* Only fetches compressible data when data is not found in DDC
* Fetching data happens off the GT now (including Additive animation)
- Deprecated and replace AnimSequence API around compression
** AnimStreamable still relies on old, synchronous, compression path **
IAnimationDataModel
- Removed bone track data being stored as FBoneAnimationTrack
- Bone animation can now only be referenced by Name (not track index anymore)
- Deprecated any API relying on FBoneAnimationTrack
- Added API to retrieve FTransform(s) for given frame(s) with provided bone name
- Added API to lock model against modifications during evaluation (required for non-racing off-GT evaluation)
Animation Sequence
- Frame-rate is now stored on a per-platform basis, allowing for future replacement of frame-stripping (editing property is disabled for now)
- Now allows for storing _transient_ per-platform compressed animation data (required for multi-platform cook)
PerPlatformProperties
- Added per-platform FFrameRate implementation
#preflight 63999f102540a78d2778adb7
#rb Thomas.Sarkanen, Nicholas.Frechette, Devin.Doucette
#fyi Zousar.Shaker
[CL 23510521 by Jurre deBaare in ue5-main branch]
Animation Modifier : Fix Modifier on Skeleton
Transfered the ownership of 'PreviouslyAppliedModifier' from an animation modifier instance to the animation sequence being applied.
This solved the following issue:
- Modifier on Skeleton cause USkeleton dirtied everytime the modifier is applied to an animation sequence.
- Modifier on Skeleton cannot be re-apply or reverted correctly.
- CanRevert & OutOfDate status for Modifier on Skeleton was not reflect the true status of all animation sequences referencing that skeleton.
- CurrentAnimSequence/CurrentSkeleton was not set on OnRevert()
- IAnimationDataController::FScopedBracket was not open on OnRevert() before re-apply modifier
- Stateful animation modifier can now be reverted correctly (Applied modifier instance is nolonger reverted after OnApply call)
#preflight 63775e0ff514e1ded99ef095
[CL 23191977 by Jurre deBaare in ue5-main branch]
#jira UE-166435
#fix remove scope bracket around application of ANimationModifier, moving responsibility to the user
Curve keys added with Anim Modifiers have incorrect time
#jira UE-166436
#fix ensure that when adding a scalar curve, its tick rate is matched to the AnimModel's, and convert between tick-rate and model frame rate when setting keys
#rb Aaron.Cox
#preflight 6346de84663dafe4162d9485
[CL 22500269 by Jurre deBaare in ue5-main branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
[FYI] Richard.TalbotWatkings
Fixed Static analysis in AnimationModifier.cpp the CurrentAnimSequence ptr can't be null since it was deferenced at the line 75.
Fixed Static analysis in PackageStoreOptimizer for some reason the static analysis did like the way the check was presented.
Fixed Static analysis in SComponentClassCombo.cpp and SDisplayClusterConfiguratorComponentCombo.cpp changed the code so that the static analyser should understand it better.
#jira UE-120410
#rb Jean.MichelDignard
#ROBOMERGE-SOURCE: CL 17071360 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)
[CL 17071396 by julien stjean 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]
#feature added ApplyModifier scope struct which keeps track of which modifier has prompted the user for any warnings, and allow them to YesAll/NoAll rather than having to individually prompt for each modifier/animation sequence combination
#jira UE-82825
#rb Thomas.Sarkanen
#ROBOMERGE-SOURCE: CL 16671774 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v834-16658389)
[CL 16671775 by jurre debaare in ue5-release-engine-test branch]
#fix update revision GUID for any AnimModifier class its instance during load, rather than forcefully loading them during the CDOs PostLoad
#jira UE-110692
#rb Thomas.Sarkanen
[CL 15710989 by Jurre deBaare in ue5-main branch]
- Added context menu entry to AnimationSequence asset actions to apply all contained animation modifiers
#rb Thomas.Sarkanen
#preflight 604f343a23863e000183d66b
[CL 15694950 by Jurre deBaare in ue5-main branch]