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Main fix is to not use the Constraint Manager/Actor when a constraint is added to a level sequence. Only static constraints are now owned by the manager, animated constraints are owned by the section that the constraint channel is in, and we use a subsystem to gather both sets of these constraints as weak pointers so we can iterate over both groups. Kept the controller logic around but that now feeds into the sub system. Also as part of this got rid of the soft object ptr to the constraint in the section, instead we just always use the Spawn copy which we reference via a Get/Set functions. Since FNames may not be unique when combining level sequences, we now use a FGuid to identify Cosntraints. We now have options to show Selected,Level Sequence, Current, and All constaints in drop down. As part of this we need to refresh the content more often(on time change) since new constraints may show up and we also no longer cache constraint names or state but get it dynamically. When we add actors to Sequencer we look to see if it has any static contraints if so we change them to dynamic/owned by the LS and key them. In the template/system we had issues with constraints not getting turned off when exiting so we make sure to do so if no bound object or when exiting. Also we now always 'init' constraints which involves setting up dependencies/tick functions as needed on every tick in order to handle orders changing and spawning. As part of starting to fix cycle issues that happen with tick dependencies we no longer set up a child trs dependency but instead always tick the child in the GetFunction(better but need to revisit one last time). Bake to Control Rig with Sequencer Interp Type Fixed issue when smart keying constriant active or not not working when over a current, we now just toggle based upon previous value. #jira UE-192070 #rb benoit.gadreau [CL 28214862 by mike zyracki in ue5-main branch]