Commit Graph

337 Commits

Author SHA1 Message Date
David Corral
70e2623a31 [PoseDriver]
- Removed bOnlyDriveSelectedBones bool. Now checks if OnlyDriveBones list has items.
- Fixed issue with OnlyDriveBones with None entry.
- Fixed indentations and improved comments.
#preflight 642b43731d19c0312a6d301c

[CL 24901507 by David Corral in ue5-main branch]
2023-04-03 17:36:03 -04:00
David Corral
dac5a5fa27 [PoseDriver]
- Added EditConditions for OnlyDriveBones, bOnlyDriveSelectedBones and Median properties.
- Rearranged Properties

#jira UE-181415, UE-181411
#preflight 64231547051bec41cda13799

[CL 24821515 by David Corral in ue5-main branch]
2023-03-28 12:49:06 -04:00
justin hare
4f2df46e79 Allow PlayMontageCallbackProxy to be derived from, to support plugins that want to provide customized versions of playing montages without duplicating existing code
#jira UE-177863
#rb roland.munguia aaron.cox
#preflight 6414aa183f3d31c94a9d5aa7

[CL 24754967 by justin hare in ue5-main branch]
2023-03-22 17:41:18 -04:00
frederick lupien
2fb8af746d Remove empty display name from UBlendListBaseLibrary
#rnx

[CL 24593066 by frederick lupien in ue5-main branch]
2023-03-10 11:59:53 -05:00
frederick lupien
cd5ba4641b Add anim node library function for blend list base
Add an anim node function to reset blend lists


[REVIEW] [at]Thomas.Sarkanen
[FYI] Paul.McLaurin

[CL 24577496 by frederick lupien in ue5-main branch]
2023-03-09 12:02:01 -05:00
Max Chen
3b95ddaf05 Sequencer: Remove deprecated at 5.0 and below from movie scene and level sequence
#preflight 6407e62cc13b7130d2811d09
#jira none
#rb matt.hoffman
#rnx

[CL 24567160 by Max Chen in ue5-main branch]
2023-03-08 16:33:59 -05:00
Thomas Sarkanen
0d0a030aa5 Curve refactor fixes: Pose Assets, Pose Driver and more
Addresses curves all being set to NAME_None for pose assets saved between CLs 3002109 and 3026802.
Fixes curve extraction in pose assets.
Fixes pose driver not setting curves unless they already exist.
Fixes instances where TBaseBlendedCurve::Set was being used incorrectly - this now inserts the element if it wasnt present before, potentially causing a re-sort but at least not behaving un unexpected ways compared to the old use case.

#jira UE-179096
#preflight 640615ad0c7df1967f08e090
#rb Jurre.deBaare
#preflight 640723e28c0039bbf79e25f3

[CL 24538171 by Thomas Sarkanen in ue5-main branch]
2023-03-07 06:58:13 -05:00
Thomas Sarkanen
502797ca50 Animation Curve Runtime & Editor Improvements
Runtime notes:
- Removes 'smart name' usage across the animation systems.
- Changed curve blending from a uniform array (sized per skeleton) to a sparse array of sorted named values. Blends and other combiners are performed using a dual iteration 'tape merge'.
- Skeleton curves are no longer guaranteed to cover all curve names that can be found at runtime.

Editor notes:
- Curve metadata (flags, bone links etc.) is still present on the skeleton, but can also now exist on a skeletal mesh
- Curve metadata (for morph targets) is still populated on import
- Curves can now be used arbitrarily at runtime

New features:
- New Find/Replace dialog that allows for batch-replacing curves and notifies across all of a project's assets
- New curve debugger tab in various Persona editors that allows for viewing curve values live. This also now allows viewing curves for specific pose watches.
- Pose watches now output curve tracks to the Rewind Debugger

#rb Jurre.deBaare,Nicholas.Frechette,Sara.Schvartzman,Helge.Mathee,Kiaran.Ritchie,Jaime.Cifuentes,Martin.Wilson,Keith.Yerex,Andrean.Franc (and more!)
#jira UE-167776
#jira UE-173716
#jira UE-110407
#preflight 63fc98c81206d91a2bc3ab90
#preflight 63f3ad4f81646f1f24c240c2

[CL 24421496 by Thomas Sarkanen in ue5-main branch]
2023-02-27 07:20:58 -05:00
jaime cifuentes
a20a6e0027 Added validation and visual error functionality to AnimNode_SkeletalControlBase, which can be used to check referenced bones and show errors on the AnimGraph nodes that use them (so it is clear if the setup does not work due to a bone missing)
#rb thomas.sarkanen
#jira UE-160111
#preflight 63b85453c927e34482895de4

[CL 23599353 by jaime cifuentes in ue5-main branch]
2023-01-06 12:16:12 -05:00
Bryan sefcik
80f80e7a25 Updated the underlying types for regular and namespaced enums.
#jira
#preflight 638e6d479549ddaa2822be9a

[CL 23421568 by Bryan sefcik in ue5-main branch]
2022-12-06 19:43:59 -05:00
henrik karlsson
fa90b399a4 Added includes for future change. This changelist only contains added #include and a couple of empty placeholder files
Tested compiling fortnite, unrealeditor, lyra, qagame with non-unity/pch

#preflight 63635997876630122adeab9f
#rb none

[CL 22958990 by henrik karlsson in ue5-main branch]
2022-11-03 14:18:47 -04:00
Mike Zyracki
891737c14e Manual Merge of Sequencer: NLA Fixes. Default to transform the start transform offset in local bone space and not in root space, this will make the manipulation of the offset much more predictible, changed the edit mode to handle this coordinate space change.
When use the first child option we now find the first child with animation, FN rigs and 3rd party rigs may not have the animation on the first child of the root.
Don't draw virtual bones when drawing skeleton and use default bone rendering.
Just dirty root motion cache on changes.
Passing in the PreviousTransform to the anim proxy, this is just wip for the refactor to remove the root motion caching.
#jira UE-167374
#jira UE-167371
#jira UE-167991
#preflight 63603b41d13ad22d722ee5b4
#rb max.chen

[CL 22889771 by Mike Zyracki in ue5-main branch]
2022-11-01 15:48:30 -04:00
daren cheng
f6c564b03b Address multiple typos for UEFN localization
#jira UE-166004 UE-168317
#rb Robb.Surridge
#preflight 6360165b7e083afb290e187f

[CL 22889284 by daren cheng in ue5-main branch]
2022-11-01 15:30:54 -04:00
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
danny chapman
db0ddc7121 Fixes for LookAt AimOffset:
* Lets" ShowDebug Animation" work
* Lets input filtering work
* Allows the source/pivot to be a bone or socket

#jira UE-168456
#rb thomas.sarkanen
#preflight 635be2d44710dd6af8a44d77

[CL 22828729 by danny chapman in ue5-main branch]
2022-10-28 11:00:57 -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
jaime cifuentes
39bb9b978b Truncation fixes for AnimationGraphRuntime module
#rb @thomas.sarkanen
#jira UE-166634
#preflight 63591a0a764df4711e65c76e

[CL 22776099 by jaime cifuentes in ue5-main branch]
2022-10-26 07:34:18 -04:00
dbsigurd
2bda05bfbb PR #8537: exposing composite anim sequences to random player (Contributed by dbsigurd)
#jira UE-132756, UE-132483
#rb Thomas.Sarkanen
#preflight 63581ff10c6e894555b01b8f

[CL 22755729 by dbsigurd in ue5-main branch]
2022-10-25 13:54:36 -04:00
Nicholas Frechette
a182dbd867 Wrap deprecated properties with WITH_EDITORONLY_DATA to avoid runtime waste
#jira UE-49197
#rb Thomas.Sarkanen, Helge.Mathee
#preflight 6358002a66733d70593afa3f

[CL 22751839 by Nicholas Frechette in ue5-main branch]
2022-10-25 11:42:04 -04:00
jaime cifuentes
3dd74bd523 Truncation fixes for AnimationGraph and AnimationGraphRuntime module. Part of UE-166634 and UE-166633
#rb @tomas.sarkanen
#jira UE-166634 UE-166633
#preflight 635695410313c24974d9babc

[CL 22725844 by jaime cifuentes in ue5-main branch]
2022-10-24 09:48:39 -04:00
thomas sarkanen
08851ed7a0 Fixed crashes caused by re-instancing clobbering the size of EditFixedSize arrays in anim nodes
Also patched up some other instances of anim nodes where this could occur

#jira UE-166235
#preflight 634406087045f13c96aafa70
#rb Jurre.deBaare

[CL 22431499 by thomas sarkanen in ue5-main branch]
2022-10-10 12:14:03 -04:00
marc audy
813f596809 [FortniteGame]
This is a huge change with the focus on improving compile times. It SHOULDN'T have any behavior changes since it is "only" splitting up large files in multiple smaller files and forward declare lots of types. This change is based on compile score results.

Highlights
* Moved lots and lots of types out of FortTypes.h and in to their own files to be able to avoid including FortTypes.h
* Removed FortTypes.h includes from lots of files
* Identified critical paths for includes and cut them off using forward declares or moving types out of big files
* Lots of adding of includes to be able to handle a large UE change that cut off dependencies in lots of engine files (will be submitted separately

Also fixed a bunch of linux non-monolithic build errors just to be able to verify that these changes worked

Reviewed in spirit by Marc Audy :-)

#rb none
#preflight 634350bcc272487ed4323f00

[CL 22427442 by marc audy in ue5-main branch]
2022-10-10 07:08:34 -04:00
jaime cifuentes
99b19110a6 [UDN Addition] Add the ability to force blend spaces to snap to input
Contributed by Wayne Huang

#rb thomas.sarkanen
#jira UE-160397
#preflight 63345ede393eb7f1da69cf14

[CL 22224050 by jaime cifuentes in ue5-main branch]
2022-09-28 11:48:26 -04:00
marc audy
311f7464bf Updated ../Engine/Source/Runtime/... to inline gen.cpp files
Before:
3648 unity files
Total CPU Time: 47886.140625 s
Total time in Parallel executor: 498.81 seconds

After:
3548 unity files
Total CPU Time: 46643.828125 s
Total time in Parallel executor: 486.06 seconds

#jira
#preflight

[CL 22173263 by marc audy in ue5-main branch]
2022-09-24 13:57:58 -04:00
thomas sarkanen
af32e124a1 Added the ability to specify blend profiles/masks to the layered blend per bone node
Enables use of layered blends in template animation blueprints

#jira UE-137671
#rb Jose Villarroel
#preflight 632c74aca4769ad714ac21c8

[CL 22145944 by thomas sarkanen in ue5-main branch]
2022-09-22 17:40:51 -04:00