Material editor and other tools load runtime dependencies from game projects. The EMFX system component is checking for game mode by getting a pointer to the editor interface, which will not exist outside of the main O3DE editor.
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
* Motion extraction should only be applied when in game mode or for entities that belong to the Animation Editor. We don't want our entities to move in editor mode.
* Moved code into separate function that actually applies the trajectory delta to the entity/character controller.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* Moved from job system to task graph for the multi-threaded dual quaternion skinning deformer.
* Prepare the task graph at init time and reuse it at runtime.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
* Fixed the return value of the ConvertToAbsolutePath function
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added the generated cmake_dependencies.*.setreg files to engine.pak (#5073)
* Copied the generated cmake_dependencies.*.setreg file to the Cache
directory
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removed the platform name from the bootstrap.game.*.setreg
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Update how the project related file paths are determined when not
supplied.
The project-path determination now goes back to only detecting a "project.json" file.
It no longer attempts to detect a "Cache" directory
The project-cache-path determination now in addition to checking the
project_cache_path key searches for a "Cache" directory.
The project-path defaults to executable folder if it cannot be detected.
The copying of generated executable folder Registry directory contents
to the product cache is now removed after the archive step.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated the invocation of the AssetProcessor in Jenkins to supply an
absolute path to the project.
The project-path is no longer treated as relative to the engine root,
but instead relative to the current working directory at application
startup.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Added constant for the storing the name of Cache directory
Fixed typos and grammatical errors in the SettingsRegistryMergeUtils.cpp
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Updated UnitTest prepend the EngineRoot path to "AutomatedTesting" when
setting the project path.
This is needed now that the project-path isn't treated relative to the
EngineRoot if it is not absolute.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Fix AssetSeedManagerTest and PlatformAddressedAssetCatalogManagerTest
Instead of trying to used the AutomatedTesting directory as the project root, the temp directory created during the test is used as the project root.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Moved the setting of the project cache root folder and project
asset platform root folder into the `if (!projectCachePath.empty())`
block
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
* Removing the scan up logic for the "Cache" directory.
This is no longer needed to locate the project cache path in a Project Game Release Layout.
Because the project path defaults to the executable directory if, it is not found, the Cache directory will be set to the "Cache" directory within the executable directory.
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
asprintf() is returning a new QString and is also deprecated. Switched to use the AZStd::string::format() as that uses the small string optimization and doesn't result in an allocation.
Resolves#2429
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
The issue was that EditorActorComponent (added by the drag and drop of the FBX into the entity) continued with the loading of an actor asset even though the component is not activated due to incompatible services, which ultimately lead to logic which should never have been reached and crashing.
Also fixed EditorActorComponent missing activation and deactivation of the base editor component class, which is necessary.
All tests from EMotionFX.Editor.Tests passed.
Signed-off-by: moraaar <moraaar@amazon.com>
Applying meta data onto actors failed as the commands use the actor manager to search them by ID but the actor manager now stores actor assets. The temporarily created actor in the actor exporter was not registered at the actor manager for that reason and the commands were failing to find the actor. This resulted in that all meta data for actors could not be applied on the actors.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
Some days ago an impactful change deprecated @assets@ and @root@ keywords from paths which our workspaces used. Some workspaces used these and were broken. This change makes them backward compatible and loads the assets correctly again. It also auto fixes broken paths that were present in some of the saved workspaces + making sure new workspaces are saved correctly.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
The on value changed event was recevied too often - with every newly typed character. As we're updating elements outside of the value spinbox, we need to wait for the actual done editing signal. This can be achieved by not tracking the keyboard for the spinbox.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
The LOD level for skinned meshes is determined in the render phase, which is after the animation update and is also specific to the camera/target Atom renders to, which means that different render targets could end up using different LOD levels depending on how much screen space the character's bounding box takes.
In order to make sure that all transformations are calculated by EMotion FX that the skinned mesh Atom wants to render are available, the Simple LOD Component takes ownership of the LOD level and uses the Atom LOD override. That way Atom adapts to the LOD level determined by the Simple LOD component and makes sure the skeletal matches with the geometry LOD levels.
Signed-off-by: Benjamin Jillich <jillich@amazon.com>