* 14.3 MB: Reserve space in CurvePoseSourceIndices members in AnimNode_BoneMask and AnimNode_LayeredBoneBlend based on the exact amount used. Many nodes don't use this feature, so the array ends up empty, but in other cases, less than 5% of the reserve is used.
* 3.4 MB: Eliminate Reserve for QueuedTransitionEvents member in AnimNode_StateMachine. Reserve is wasteful because it's deleted anyway by a Shrink call in FAnimNode_StateMachine::Update_AnyThread for active state machines, and only ends up sticking around for inactive state machines, where it's irrelevant, so it doesn't affect performance to take this out.
#rnx
#rb thomas.sarkanen jose.villarroel
[CL 29601012 by jason hoerner in ue5-main branch]
Prior to this change, a single entry would needlessly multiply a pose with weight 1
#rb Jurre.deBaare,Timothy.Daoust
[CL 28662081 by thomas sarkanen in ue5-main branch]
Implemented ISPC versions of missing layered blend per bone hot paths.
Tweaked inlining and added ptr RESTRICT to various curve operations
Removed array copy in control rig node curve outputs
Increased inline alloc size of cached poses to reduce allocations
Removed refpose copies and allocations with linked anim graphs (these can be skipped now the bone containers are all centralized)
#rb Nicholas.Frechette,Jurre.deBaare
#tests Juno, NoMcp
[CL 28371404 by thomas sarkanen in ue5-main branch]
- Trace selected animation for ChooserPlayer node.
- Make debug bubbles in rewind debugger show all traced node properties, except Name.
- Make sequence player nodes display the current sequence in the debug bubble.
- Trace assets, such as Sequence or BlendSpace with the Key: Asset, and enable display of the Asset column in the AnimGraph rewind debugger details.
#rb Samuele.Rigamonti
[CL 28214450 by keith yerex in ue5-main branch]
#feature sequence evaluator node now exposes ExplicitFrame option, which internally combined with the set AnimSequence is used to generate a time-value (on which the behaviour is based)
#rb Thomas.Sarkanen
[CL 27627946 by jurre debaare in ue5-main branch]
- 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]
[REVIEW] [at]Aaron.Cox, [at]Fernando.Coello, [at]Thomas.Sarkanen
#preflight 6467b3770577c206c7bc6557
[CL 25553334 by jose villarroel in ue5-main branch]