Skip to content

v1.1.8

Choose a tag to compare

@db-lyon db-lyon released this 06 Jul 04:35

v1.1.8

Completes the Motion Matching content pipeline through the bridge and fixes an editor crash in chooser row authoring.

Bug fixes

  • Chooser cell crash. chooser(add_row/set_row) passed a null output device to the property importer, so any malformed cell value crashed the editor with an access violation (introduced in v1.1.7 for any chooser that had columns). Bad input now fails cleanly with a per-cell warning.

Server

  • PoseSearchSchema authoring. animation(create_pose_search_schema) binds a skeleton (and optional mirror table) and adds default Trajectory+Pose channels so the schema is immediately buildable; add_pose_search_schema_pose_channel and add_pose_search_schema_trajectory_channel add feature channels with per-bone / per-sample flags; read_pose_search_schema introspects it. A database now builds its KD-tree index against a schema authored entirely through the bridge.
  • MirrorDataTable authoring. animation(create_mirror_data_table) auto-derives bone-pair rows for a skeleton from find/replace expressions (defaults to the mannequin _l/_r suffix); read_mirror_data_table lists the pairs.
  • PoseSearchNormalizationSet. animation(create_pose_search_normalization_set) groups databases so they normalize their cost space together; assign it via set_pose_search_database_settings.
  • Database tuning. animation(set_pose_search_database_settings) sets cost biases, KD-tree neighbours, search mode, PCA components, and the normalization set.
  • Chooser column authoring. chooser(create) makes an empty ChooserTable and chooser(add_column) adds an input column (Enum, Bool, FloatRange, GameplayTag, and more), optionally binding its input parameter and enum - so a chooser can be authored from scratch, not just row-edited.
  • UserDefinedEnum creation. asset(create_user_defined_enum) creates and pre-populates a content enum without a Python fallback.

Internals

  • New FAnimationHandlers Motion Matching translation unit; feature channels authored as instanced UObjects and finalized before save.