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This adds a CVar (a.Skeleton.AllowIncompatibleSkeletalMeshMerge) to enable the addition of bones into the middle of skeleton hierarchies via import. In general this is not safe to do and will likely result in deformed meshes and corrupt animations. In the case this is being built for, the affected bones are not skinned to any existing meshes, and the number of animations that will also need re-importing is limited. This splits USkeleton::MergeBonesToBoneTree into two modification passes: - First, any mesh bones that already dont exist in the skeleton are added - Second, any bones with differing parents are fixed up Fixed precision issues with FReferenceSkeleton::SetParent where non-normalized rotations could be generated in the reference pose. Fixed skeleton replacement not causing a recompression when skeleton bone indices could change (added new model notification). Also fixed up incorrect error message on reimport of differing hierarchies #rb benoit.gadreau, Nicholas.Frechette [CL 30964144 by thomas sarkanen in 5.4 branch]
76 KiB
76 KiB