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f2ff6bd94de1a5fcde5609e98bcbf57a4b8f2b79
UnrealEngineUWP
/
Engine
/
Plugins
/
Animation
/
ControlRig
/
Source
/
ControlRigEditor
/
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History
mike zyracki
a2141af59d
Sequencer: Control Rig: Change the control mask from index based to be a set of names of masked out controls. Indices aren't reliable since the number of controls for rigs now changes for most rigs based upon how it is getting set up, e.g IK for FK settings now change the number of controls. We don't upgrade to use a name set until channel reconstruction since the rigs aren't setup till them. Related to this we always store the control names used to reconstruct the channel proxy, even when empty. Also we now check the mask when evaluating, which is needed for overrides. Tested old content to make sure the upgade path worked, and new content with procedural/modular rigs.
...
#jira UE-225295 #jira UE-213888 #rb jack.cai [CL 36760435 by mike zyracki in 5.5 branch]
2024-10-01 19:56:59 -04:00
..
EditMode
Sequencer: Control Rig: Change the control mask from index based to be a set of names of masked out controls. Indices aren't reliable since the number of controls for rigs now changes for most rigs based upon how it is getting set up, e.g IK for FK settings now change the number of controls. We don't upgrade to use a name set until channel reconstruction since the rigs aren't setup till them. Related to this we always store the control names used to reconstruct the channel proxy, even when empty. Also we now check the mask when evaluating, which is needed for overrides. Tested old content to make sure the upgade path worked, and new content with procedural/modular rigs.
2024-10-01 19:56:59 -04:00
Editor
Fixe a crash in Control Rig when undocking the hiearchy and opening multiple editors, due to the rig hiearchy summoner not allowing the destruction of the undocked tab
2024-10-01 18:55:29 -04:00
Graph
Fix the control rig graph pin factory: it needs to create K2 pin widgets for all pins inside a control rig graph
2024-06-12 17:50:18 -04:00
Sequencer
Sequencer: Control Rig: Change the control mask from index based to be a set of names of masked out controls. Indices aren't reliable since the number of controls for rigs now changes for most rigs based upon how it is getting set up, e.g IK for FK settings now change the number of controls. We don't upgrade to use a name set until channel reconstruction since the rigs aren't setup till them. Related to this we always store the control names used to reconstruct the channel proxy, even when empty. Also we now check the mask when evaluating, which is needed for overrides. Tested old content to make sure the upgade path worked, and new content with procedural/modular rigs.
2024-10-01 19:56:59 -04:00
Tools
Sequencer: Anim Layers
2024-09-10 18:32:22 -04:00
AnimSequenceConverterFactory.h
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BakeToControlRigSettings.cpp
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BakeToControlRigSettings.h
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ControlRigAnimGraphDetails.cpp
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ControlRigAnimGraphDetails.h
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ControlRigBlueprintActions.cpp
Control Rig: Rely on skeletal mesh for curves import where possible
2024-10-01 17:37:32 -04:00
ControlRigBlueprintActions.h
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ControlRigBlueprintDetails.cpp
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ControlRigBlueprintDetails.h
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ControlRigBlueprintEditorLibrary.cpp
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ControlRigBlueprintFactory.cpp
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ControlRigCompilerDetails.cpp
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ControlRigCompilerDetails.h
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ControlRigComponentDetails.cpp
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ControlRigComponentDetails.h
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ControlRigDragOps.cpp
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ControlRigDragOps.h
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ControlRigDrawingDetails.cpp
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ControlRigDrawingDetails.h
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ControlRigEditorModule.cpp
Sequencer- Resubmission of changelist 34065553 that had been backed out for a versioning issue which is now fixed. Original description below:
2024-06-05 11:54:07 -04:00
ControlRigEditorModule.h
Control Rig: Fix UEFN offering public functions from internal rigs
2024-06-05 05:17:42 -04:00
ControlRigEditorStyle.h
Sequencer: Anim Layers
2024-09-10 18:32:22 -04:00
ControlRigElementDetails.cpp
[ControlRigEditor] removed old shape transform related logic that are now handled by a dedicated transform widget
2024-08-28 18:15:38 -04:00
ControlRigElementDetails.h
[ControlRigEditor] removed old shape transform related logic that are now handled by a dedicated transform widget
2024-08-28 18:15:38 -04:00
ControlRigGizmoLibraryActions.cpp
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ControlRigGizmoLibraryActions.h
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ControlRigGizmoLibraryFactory.cpp
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ControlRigGizmoLibraryFactory.h
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ControlRigHierarchyCommands.cpp
Control Rig: Integrate element search with FindInBlueprint
2024-08-20 05:20:27 -04:00
ControlRigHierarchyCommands.h
Control Rig: Integrate element search with FindInBlueprint
2024-08-20 05:20:27 -04:00
ControlRigInfluenceMapDetails.cpp
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ControlRigInfluenceMapDetails.h
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ControlRigModularRigCommands.cpp
Control Rig: Swap asset within modular rig or across project
2024-05-17 05:22:20 -04:00
ControlRigModularRigCommands.h
Control Rig: Swap modules widget
2024-05-15 09:24:19 -04:00
ControlRigModuleDetails.cpp
Control Rig: Modular Name Spaces to be considered case insensitive
2024-09-18 07:58:28 -04:00
ControlRigModuleDetails.h
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ControlRigPythonLogDetails.cpp
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ControlRigPythonLogDetails.h
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ControlRigSequencerEditorLibrary.cpp
Sequencer: Control Rig: Change the control mask from index based to be a set of names of masked out controls. Indices aren't reliable since the number of controls for rigs now changes for most rigs based upon how it is getting set up, e.g IK for FK settings now change the number of controls. We don't upgrade to use a name set until channel reconstruction since the rigs aren't setup till them. Related to this we always store the control names used to reconstruct the channel proxy, even when empty. Also we now check the mask when evaluating, which is needed for overrides. Tested old content to make sure the upgade path worked, and new content with procedural/modular rigs.
2024-10-01 19:56:59 -04:00
ControlRigSpaceChannelCurveModel.cpp
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ControlRigThumbnailRenderer.cpp
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SBakeToControlRigDialog.cpp
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SBakeToControlRigDialog.h
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