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new file mode 100644
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deleted file mode 100644
index d8d6f2ba..00000000
--- a/EndlessVendetta/Content/Ships/LandingZone.uasset
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--- a/EndlessVendetta/Content/Ships/LandingZone_HomeHub.uasset
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index 8720c67f..0f990580 100644
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+++ /dev/null
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diff --git a/EndlessVendetta/EndlessVendetta.sln.DotSettings.user b/EndlessVendetta/EndlessVendetta.sln.DotSettings.user
index 3e7d92d6..2b08f3a1 100644
--- a/EndlessVendetta/EndlessVendetta.sln.DotSettings.user
+++ b/EndlessVendetta/EndlessVendetta.sln.DotSettings.user
@@ -1,5 +1,2 @@
- C:\Users\Rafal\AppData\Local\JetBrains\Rider2023.3\resharper-host\temp\Rider\vAny\CoverageData\_EndlessVendetta.-1253833435\Snapshot\snapshot.utdcvr
- <SessionState ContinuousTestingMode="0" IsActive="True" Name="All tests from Solution" xmlns="urn:schemas-jetbrains-com:jetbrains-ut-session">
- <Solution />
-</SessionState>
\ No newline at end of file
+ C:\Users\Rafal\AppData\Local\JetBrains\Rider2023.3\resharper-host\temp\Rider\vAny\CoverageData\_EndlessVendetta.-1253833435\Snapshot\snapshot.utdcvr
\ No newline at end of file
diff --git a/EndlessVendetta/EndlessVendetta.uproject b/EndlessVendetta/EndlessVendetta.uproject
index f9454b2c..afc163ca 100644
--- a/EndlessVendetta/EndlessVendetta.uproject
+++ b/EndlessVendetta/EndlessVendetta.uproject
@@ -33,6 +33,11 @@
"Name": "VaultIt",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/7d19b5622d6846edb9881e6c89bce05e"
+ },
+ {
+ "Name": "MixamoAnimationRetargeting",
+ "Enabled": true,
+ "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/c684998124da4e2583b314dc95403a80"
}
]
}
\ No newline at end of file
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Content/Mixamo/CR_Mixamo_BasicFootIK.uasset b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Content/Mixamo/CR_Mixamo_BasicFootIK.uasset
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index 00000000..6f03e9af
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Content/Mixamo/CR_Mixamo_BasicFootIK.uasset
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:10557c6e272eb9aa7478f1f7a66cefa4e89e5b37a658e868104574929f35f70f
+size 619423
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/MixamoAnimationRetargeting.uplugin b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/MixamoAnimationRetargeting.uplugin
new file mode 100644
index 00000000..a710887b
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/MixamoAnimationRetargeting.uplugin
@@ -0,0 +1,37 @@
+{
+ "FileVersion": 3,
+ "Version": 9,
+ "VersionName": "2.2.5",
+ "FriendlyName": "Mixamo Animation Retargeting 2",
+ "Description": "Editor plugin for precise and automated retargeting of skeletons, skeletal meshes and animations created with and exported from Mixamo tools (Auto-Rigger, 3D Characters, 3D Animations).",
+ "Category": "Editor",
+ "CreatedBy": "UNAmedia",
+ "CreatedByURL": "https://www.unamedia.com",
+ "DocsURL": "https://www.unamedia.com/ue5-mixamo/docs/",
+ "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/c684998124da4e2583b314dc95403a80",
+ "SupportURL": "https://www.unamedia.com/ue5-mixamo",
+ "EngineVersion": "5.1.0",
+ "CanContainContent": true,
+ "Installed": true,
+ "Modules": [
+ {
+ "Name": "MixamoAnimationRetargeting",
+ "Type": "EditorNoCommandlet",
+ "LoadingPhase": "Default",
+ "PlatformAllowList": [
+ "Win64",
+ "Mac"
+ ]
+ }
+ ],
+ "Plugins": [
+ {
+ "Name": "IKRig",
+ "Enabled": true
+ },
+ {
+ "Name": "ContentBrowserAssetDataSource",
+ "Enabled": true
+ }
+ ]
+}
\ No newline at end of file
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Resources/ButtonIcon_40x.png b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Resources/ButtonIcon_40x.png
new file mode 100644
index 00000000..04084609
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Resources/ButtonIcon_40x.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:dce1006aebf4ecf885631045465e68f1608e3a09ee01c4577850e553383511e0
+size 2273
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Resources/Icon128.png b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Resources/Icon128.png
new file mode 100644
index 00000000..dd275d3e
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Resources/Icon128.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/MixamoAnimationRetargeting.Build.cs b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/MixamoAnimationRetargeting.Build.cs
new file mode 100644
index 00000000..e0a19515
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/MixamoAnimationRetargeting.Build.cs
@@ -0,0 +1,73 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+using UnrealBuildTool;
+
+public class MixamoAnimationRetargeting : ModuleRules
+{
+ public MixamoAnimationRetargeting(ReadOnlyTargetRules Target) : base(Target)
+ {
+ ShortName="MAR";
+
+ PublicIncludePaths.AddRange(
+ new string[] {
+ //"MixamoAnimationRetargeting/Public"
+ // ... add public include paths required here ...
+ }
+ );
+
+
+ PrivateIncludePaths.AddRange(
+ new string[] {
+ "MixamoAnimationRetargeting/Private",
+ // ... add other private include paths required here ...
+ }
+ );
+
+
+ PublicDependencyModuleNames.AddRange(
+ new string[]
+ {
+ "Core",
+ // ... add other public dependencies that you statically link with here ...
+ }
+ );
+
+
+ PrivateDependencyModuleNames.AddRange(
+ new string[]
+ {
+ // ... add private dependencies that you statically link with here ...
+ "Projects",
+ "InputCore",
+ //"LevelEditor",
+ "CoreUObject",
+ "Engine",
+ "UnrealEd",
+ "Slate",
+ "SlateCore",
+ "EditorStyle",
+ "ContentBrowser",
+ "ContentBrowserData",
+ "ContentBrowserAssetDataSource",
+ "RenderCore",
+ "IKRig",
+ "IKRigEditor",
+ "MessageLog"
+ }
+ );
+
+
+ DynamicallyLoadedModuleNames.AddRange(
+ new string[]
+ {
+ // ... add any modules that your module loads dynamically here ...
+ }
+ );
+
+ // Needed to avoid a deadlock of errors: file "XXX.cpp" is required
+ // to include file "XXX.h" as first header file; but without this
+ // option it's also required to include the PCH header file as first
+ // file...
+ PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
+ }
+}
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoAnimationRetargeting.cpp b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoAnimationRetargeting.cpp
new file mode 100644
index 00000000..6b00f898
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoAnimationRetargeting.cpp
@@ -0,0 +1,90 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#include "MixamoAnimationRetargeting.h"
+#include "MixamoToolkitPrivatePCH.h"
+
+#include "MixamoToolkitPrivate.h"
+
+#include "MixamoToolkitStyle.h"
+#include "MixamoToolkitCommands.h"
+#include "MixamoToolkitEditorIntegration.h"
+
+#include "MixamoSkeletonRetargeter.h"
+#include "MixamoAnimationRootMotionSolver.h"
+
+#include "MessageLogModule.h"
+
+
+#define LOCTEXT_NAMESPACE "FMixamoAnimationRetargetingModule"
+
+
+
+DEFINE_LOG_CATEGORY(LogMixamoToolkit)
+
+
+
+FMixamoAnimationRetargetingModule & FMixamoAnimationRetargetingModule::Get()
+{
+ static FName MixamoToolkitModuleName("MixamoAnimationRetargeting");
+ return FModuleManager::Get().LoadModuleChecked(MixamoToolkitModuleName);
+}
+
+
+
+void FMixamoAnimationRetargetingModule::StartupModule()
+{
+ // This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
+
+ MixamoSkeletonRetargeter = MakeShareable(new FMixamoSkeletonRetargeter());
+ MixamoAnimationRootMotionSolver = MakeShareable(new FMixamoAnimationRootMotionSolver());
+
+ // Register Slate style ovverides
+ FMixamoToolkitStyle::Initialize();
+ FMixamoToolkitStyle::ReloadTextures();
+
+ // === Register commands.
+ FMixamoToolkitCommands::Register();
+
+ EditorIntegration = MakeShareable(new FMixamoToolkitEditorIntegration());
+ EditorIntegration->Register();
+
+ FMessageLogModule& MessageLogModule = FModuleManager::LoadModuleChecked("MessageLog");
+ MessageLogModule.RegisterLogListing(FName("LogMixamoToolkit"), LOCTEXT("MixamoRetargeting", "Mixamo Retargeting Log"));
+}
+
+
+
+void FMixamoAnimationRetargetingModule::ShutdownModule()
+{
+ // This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
+ // we call this function before unloading the module.
+
+ EditorIntegration->Unregister();
+ EditorIntegration.Reset();
+
+ FMixamoToolkitCommands::Unregister();
+ FMixamoToolkitStyle::Shutdown();
+
+ MixamoAnimationRootMotionSolver.Reset ();
+ MixamoSkeletonRetargeter.Reset ();
+}
+
+
+
+TSharedRef FMixamoAnimationRetargetingModule::GetMixamoSkeletonRetargeter()
+{
+ return MixamoSkeletonRetargeter.ToSharedRef();
+}
+
+
+
+TSharedRef FMixamoAnimationRetargetingModule::GetMixamoAnimationRootMotionSolver()
+{
+ return MixamoAnimationRootMotionSolver.ToSharedRef();
+}
+
+
+
+#undef LOCTEXT_NAMESPACE
+
+IMPLEMENT_MODULE(FMixamoAnimationRetargetingModule, MixamoAnimationRetargeting)
\ No newline at end of file
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoAnimationRootMotionSolver.cpp b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoAnimationRootMotionSolver.cpp
new file mode 100644
index 00000000..7b3f569b
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoAnimationRootMotionSolver.cpp
@@ -0,0 +1,235 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#include "MixamoAnimationRootMotionSolver.h"
+
+#include "MixamoToolkitPrivatePCH.h"
+
+#include "MixamoToolkitPrivate.h"
+
+#include "Editor.h"
+#include "SMixamoToolkitWidget.h"
+#include "Misc/MessageDialog.h"
+
+#include "Animation/AnimSequence.h"
+#include "ContentBrowserModule.h"
+#include "IContentBrowserSingleton.h"
+
+#include "AssetToolsModule.h"
+#include "AssetRegistry/AssetRegistryModule.h"
+
+#define LOCTEXT_NAMESPACE "FMixamoAnimationRetargetingModule"
+
+void FMixamoAnimationRootMotionSolver::LaunchProcedureFlow(USkeleton* Skeleton)
+{
+ checkf(Skeleton != nullptr, TEXT("A reference skeleton must be specified."));
+ checkf(CanExecuteProcedure(Skeleton), TEXT("Incompatible skeleton."));
+
+ TSharedRef WidgetWindow = SNew(SWindow)
+ .Title(LOCTEXT("FMixamoAnimationRootMotionSolver_AskUserForAnimations_WindowTitle", "Select animations"))
+ .ClientSize(FVector2D(1000, 600))
+ .SupportsMinimize(false)
+ .SupportsMaximize(false)
+ .HasCloseButton(false);
+
+ TSharedRef RootMotionExtractionWidget = SNew(SRootMotionExtractionWidget)
+ .ReferenceSkeleton(Skeleton);
+
+ WidgetWindow->SetContent(RootMotionExtractionWidget);
+
+ GEditor->EditorAddModalWindow(WidgetWindow);
+
+ UAnimSequence* SelectedAnimation = RootMotionExtractionWidget->GetSelectedAnimation();
+ UAnimSequence* SelectedInPlaceAnimation = RootMotionExtractionWidget->GetSelectedInPlaceAnimation();
+
+ if (!SelectedAnimation || !SelectedInPlaceAnimation)
+ return;
+
+ // check, with an heuristic, that the user has selected the right "IN PLACE" animation otherwise prompt a message box as warning
+ const UAnimSequence* EstimatedInPlaceAnim = EstimateInPlaceAnimation(SelectedAnimation, SelectedInPlaceAnimation);
+ if (EstimatedInPlaceAnim != SelectedInPlaceAnimation)
+ {
+ FText WarningText = LOCTEXT("SRootMotionExtractionWidget_InPlaceAnimWarning", "Warning: are you sure to have choose the right IN PLACE animation?");
+ if (FMessageDialog::Open(EAppMsgType::YesNo, WarningText) == EAppReturnType::No)
+ return;
+ }
+
+ static const FName NAME_AssetTools = "AssetTools";
+ IAssetTools* AssetTools = &FModuleManager::GetModuleChecked(NAME_AssetTools).Get();
+
+ const FString ResultAnimationName = SelectedAnimation->GetName() + "_rootmotion";
+ const FString PackagePath = FAssetData(SelectedAnimation).PackagePath.ToString();
+ UAnimSequence* ResultAnimation = Cast(AssetTools->DuplicateAsset(ResultAnimationName, PackagePath, SelectedAnimation));
+ if (!ResultAnimation)
+ {
+ FMessageLog("LogMixamoToolkit").Error(FText::FromString(TEXT("Aborted: failed to duplicate the animation sequence.")));
+ return;
+ }
+
+ if (ExecuteExtraction(ResultAnimation, SelectedInPlaceAnimation))
+ {
+ ResultAnimation->bEnableRootMotion = true;
+
+ // focus the content browser on the new animation
+ FContentBrowserModule& ContentBrowserModule = FModuleManager::Get().LoadModuleChecked("ContentBrowser");
+ TArray SyncObjects;
+ SyncObjects.Add(ResultAnimation);
+ ContentBrowserModule.Get().SyncBrowserToAssets(SyncObjects);
+ }
+ else
+ {
+ FText WarningText = LOCTEXT("SRootMotionExtractionWidget_ExtractionFailedMsg", "Root motion extraction has failed, please double check the input animation sequences (ordinary and inplace). See console for additional details.");
+ FMessageDialog::Open(EAppMsgType::Ok, WarningText);
+
+ ResultAnimation->MarkAsGarbage();
+ }
+}
+
+
+
+bool FMixamoAnimationRootMotionSolver::CanExecuteProcedure(const USkeleton* Skeleton) const
+{
+ // Check the asset content.
+ // NOTE: this will load the asset if needed.
+ if (!FMixamoAnimationRetargetingModule::Get().GetMixamoSkeletonRetargeter()->IsMixamoSkeleton(Skeleton))
+ {
+ return false;
+ }
+
+ // Check that the skeleton was processed with our retargeter !
+ int32 RootBoneIndex = Skeleton->GetReferenceSkeleton().FindBoneIndex(TEXT("root"));
+ if (RootBoneIndex == INDEX_NONE)
+ {
+ return false;
+ }
+
+ return true;
+}
+
+
+
+bool FMixamoAnimationRootMotionSolver::ExecuteExtraction(UAnimSequence* AnimSequence, const UAnimSequence* InPlaceAnimSequence)
+{
+ UAnimDataModel* AnimDataModel = AnimSequence->GetDataModel();
+ UAnimDataModel* InPlaceAnimDataModel = InPlaceAnimSequence->GetDataModel();
+
+ // take the hips bone track data from both animation sequences
+ const FBoneAnimationTrack* HipsBoneTrack = AnimDataModel->FindBoneTrackByName(FName("Hips"));
+ if (!HipsBoneTrack)
+ {
+ FMessageLog("LogMixamoToolkit").Error(FText::FromString(TEXT("Hips bone not found in the ordinary animation sequence.")));
+ return false;
+ }
+
+ const FBoneAnimationTrack* InPlaceHipsBoneTrack = InPlaceAnimDataModel->FindBoneTrackByName(FName("Hips"));
+ if (!InPlaceHipsBoneTrack)
+ {
+ FMessageLog("LogMixamoToolkit").Error(FText::FromString(TEXT("Hips bone not found in the inplace animation sequence.")));
+ return false;
+ }
+
+ auto& HipsTrackData = HipsBoneTrack->InternalTrackData;
+ auto& InPlaceHipsTrackData = InPlaceHipsBoneTrack->InternalTrackData;
+
+ // nummber of keys should match between the two animations.
+ if (HipsTrackData.PosKeys.Num() != InPlaceHipsTrackData.PosKeys.Num())
+ {
+ FMessageLog("LogMixamoToolkit").Error(FText::FromString(TEXT("Track data keys number mismatch between ordinary and inplace animation sequences.")));
+ return false;
+ }
+
+ // PosKeys, RotKeys and ScaleKeys should have the same size
+ if (FMath::Max3(HipsTrackData.PosKeys.Num(), HipsTrackData.RotKeys.Num(), HipsTrackData.ScaleKeys.Num())
+ != FMath::Min3(HipsTrackData.PosKeys.Num(), HipsTrackData.RotKeys.Num(), HipsTrackData.ScaleKeys.Num()))
+ {
+ FMessageLog("LogMixamoToolkit").Error(FText::FromString(TEXT("Invalid track key data on ordinary animation sequence, expected uniform data.")));
+ return false;
+ }
+
+ // PosKeys, RotKeys and ScaleKeys should have the same size
+ if (FMath::Max3(InPlaceHipsTrackData.PosKeys.Num(), InPlaceHipsTrackData.RotKeys.Num(), InPlaceHipsTrackData.ScaleKeys.Num())
+ != FMath::Min3(InPlaceHipsTrackData.PosKeys.Num(), InPlaceHipsTrackData.RotKeys.Num(), InPlaceHipsTrackData.ScaleKeys.Num()))
+ {
+ FMessageLog("LogMixamoToolkit").Error(FText::FromString(TEXT("Invalid track key data on inplace animation sequence, expected uniform data.")));
+ return false;
+ }
+
+ // make a new track for the root bone
+ // the keys num is equal to the hips keys num
+ FRawAnimSequenceTrack RootBoneTrack;
+ const int32 NumOfKeys = HipsTrackData.PosKeys.Num();
+ RootBoneTrack.PosKeys.SetNum(NumOfKeys);
+ RootBoneTrack.RotKeys.SetNum(NumOfKeys);
+ RootBoneTrack.ScaleKeys.SetNum(NumOfKeys);
+
+ // HipsBoneTrack = Root + Hips
+ // InPlaceHipsBoneTrack = Hips
+ // we want to extract the Root value and set to the new root track so:
+ // Root = HipsBoneTrack - InPlaceHipsBoneTrack = (Root + Hips) - Hips = Root
+ for (int i = 0; i < NumOfKeys; ++i)
+ {
+ RootBoneTrack.PosKeys[i] = HipsTrackData.PosKeys[i] - InPlaceHipsTrackData.PosKeys[i];
+ RootBoneTrack.RotKeys[i] = HipsTrackData.RotKeys[i] * InPlaceHipsTrackData.RotKeys[i].Inverse();
+ RootBoneTrack.ScaleKeys[i] = FVector3f(1);
+ }
+
+ IAnimationDataController& Controller = AnimSequence->GetController();
+ constexpr bool bShouldTransact = false;
+ // NOTE: modifications MUST be done inside a "bracket", otherwise each modification will fire a re-build of the animation.
+ // After adding the "root" track, the re-build will fail since its track keys are missing.
+ // Worst: there's a bug in UE5.0 (https://github.com/EpicGames/UnrealEngine/blob/05ce24e3038cb1994a7c71d4d0058dbdb112f52b/Engine/Source/Runtime/Engine/Private/Animation/AnimSequenceHelpers.cpp#L593)
+ // where when no keys are present, element at index -1 is removed from an array, causing a random memory overriding.
+ Controller.OpenBracket(LOCTEXT("FMixamoAnimationRootMotionSolver_ExecuteExtraction_AnimEdit", "Animation editing"), bShouldTransact);
+
+ // now we can replace the HipsBoneTrack with InPlaceHipsBoneTrack
+ Controller.SetBoneTrackKeys(FName("Hips"), InPlaceHipsTrackData.PosKeys, InPlaceHipsTrackData.RotKeys, InPlaceHipsTrackData.ScaleKeys, bShouldTransact);
+
+ // add the new root track (now as the first item)
+ ensure(Controller.InsertBoneTrack(FName("root"), 0, bShouldTransact) == 0);
+ Controller.SetBoneTrackKeys(FName("root"), RootBoneTrack.PosKeys, RootBoneTrack.RotKeys, RootBoneTrack.ScaleKeys, bShouldTransact);
+
+ // Apply all the changes at once.
+ Controller.CloseBracket(bShouldTransact);
+
+ return true;
+}
+
+
+
+float FMixamoAnimationRootMotionSolver::GetMaxBoneDisplacement(const UAnimSequence* AnimSequence, const FName& BoneName)
+{
+ UAnimDataModel* AnimDataModel = AnimSequence->GetDataModel();
+ const FBoneAnimationTrack* HipsBoneTrack = AnimDataModel->FindBoneTrackByName(BoneName);
+ if (!HipsBoneTrack)
+ return 0;
+
+ float MaxSize = 0;
+
+ for (int i = 0; i < HipsBoneTrack->InternalTrackData.PosKeys.Num(); ++i)
+ {
+ float Size = HipsBoneTrack->InternalTrackData.PosKeys[i].Size();
+ if (Size > MaxSize)
+ MaxSize = Size;
+ }
+
+ return MaxSize;
+}
+
+
+
+const UAnimSequence* FMixamoAnimationRootMotionSolver::EstimateInPlaceAnimation(const UAnimSequence* AnimationA, const UAnimSequence* AnimationB)
+{
+ FName RefBoneName(TEXT("Hips"));
+
+ /*
+ Find the "in place" animation sequence. To do that we compare the two hips bone displacements.
+ The animation sequence with the lower value is the "in place" one.
+ @TODO: is this checks always reliable ?
+ */
+ float dA = GetMaxBoneDisplacement(AnimationA, RefBoneName);
+ float dB = GetMaxBoneDisplacement(AnimationB, RefBoneName);
+
+ const UAnimSequence* NormalAnimSequence = (dA < dB) ? AnimationB : AnimationA;
+ const UAnimSequence* InPlaceAnimSequence = (dA < dB) ? AnimationA : AnimationB;
+
+ return InPlaceAnimSequence;
+}
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoAnimationRootMotionSolver.h b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoAnimationRootMotionSolver.h
new file mode 100644
index 00000000..87dd1dc1
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoAnimationRootMotionSolver.h
@@ -0,0 +1,29 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#pragma once
+
+#include "Engine/EngineTypes.h"
+
+
+
+class USkeleton;
+class UAnimSequence;
+
+
+
+class FMixamoAnimationRootMotionSolver
+{
+public:
+
+ void LaunchProcedureFlow(USkeleton* Skeleton);
+
+ bool CanExecuteProcedure(const USkeleton* Skeleton) const;
+
+private:
+
+ bool ExecuteExtraction(UAnimSequence* AnimSequence, const UAnimSequence* InPlaceAnimSequence);
+
+ static float GetMaxBoneDisplacement(const UAnimSequence* AnimSequence, const FName& BoneName);
+ static const UAnimSequence* EstimateInPlaceAnimation(const UAnimSequence* AnimationA, const UAnimSequence* AnimationB);
+
+};
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoSkeletonRetargeter.cpp b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoSkeletonRetargeter.cpp
new file mode 100644
index 00000000..026dd40a
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoSkeletonRetargeter.cpp
@@ -0,0 +1,2247 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#include "MixamoSkeletonRetargeter.h"
+#include "MixamoToolkitPrivatePCH.h"
+
+#include "Animation/Skeleton.h"
+#include "Engine/SkeletalMesh.h"
+
+#include "IKRigDefinition.h"
+#include "RigEditor/IKRigController.h"
+#include "RigEditor/IKRigDefinitionFactory.h"
+#include "RetargetEditor/IKRetargeterController.h"
+#include "RetargetEditor/IKRetargetFactory.h"
+#include "Solvers/IKRig_PBIKSolver.h"
+
+#include "Rendering/SkeletalMeshModel.h"
+#include "Rendering/SkeletalMeshLODModel.h"
+
+#include "PackageTools.h"
+
+#include "AssetRegistry/ARFilter.h"
+#include "AssetRegistry/AssetRegistryModule.h"
+#include "ScopedTransaction.h"
+#include "Misc/ScopedSlowTask.h"
+
+#include "Retargeter/IKRetargeter.h"
+
+#include "SkeletonPoser.h"
+#include "SkeletonMatcher.h"
+
+#include "Editor.h"
+#include "SMixamoToolkitWidget.h"
+#include "ComponentReregisterContext.h"
+#include "Components/SkinnedMeshComponent.h"
+
+
+
+#define LOCTEXT_NAMESPACE "FMixamoAnimationRetargetingModule"
+
+
+// Define it to ignore the UE5 mannequin as a valid retarget source
+//#define MAR_IGNORE_UE5_MANNEQUIN
+#ifdef MAR_IGNORE_UE5_MANNEQUIN
+# pragma message ("***WARNING*** Feature \"MetaHuman\" disabled.")
+#endif
+
+
+// Define it to disable the automatic addition of the Root Bone (needed to support UE4 Root Animations).
+//#define MAR_ADDROOTBONE_DISABLE_
+#ifdef MAR_ADDROOTBONE_DISABLE_
+# pragma message ("***WARNING*** Feature \"AddRootBone\" disabled.")
+#endif
+
+// Define it to disable the advance chains setup of the IK Retarger assets
+//#define MAR_IKRETARGETER_ADVANCED_CHAINS_DISABLE_
+#ifdef MAR_IKRETARGETER_ADVANCED_CHAINS_DISABLE_
+# pragma message ("***WARNING*** IK Retargeter is not using the advanced chains setup.")
+#endif
+
+// Define it to disable the IK solvers setup of the IK Retarger assets
+//#define MAR_IKRETARGETER_IKSOLVERS_DISABLE_
+#ifdef MAR_IKRETARGETER_IKSOLVERS_DISABLE_
+# pragma message ("***WARNING*** IK Retargeter is not using the IK solvers setup.")
+#endif
+
+//#define MAR_UPPERARMS_PRESERVECS_EXPERIMENTAL_ENABLE_
+#ifdef MAR_UPPERARMS_PRESERVECS_EXPERIMENTAL_ENABLE_
+# pragma message ("***WARNING*** Preserving the Component Space bones of the upper arm bones is an experimental feature.")
+#endif
+
+
+
+namespace
+{
+
+
+
+/**
+Index of the last Mixamo bone, in kUE4MannequinToMixamo_BoneNamesMapping arrays,
+used to determine if a skeleton is from Mixamo.
+
+Given the pair N-th, then index i = N * 2 + 1.
+*/
+constexpr int IndexLastCheckedMixamoBone = 22 * 2 + 1;
+/**
+Index of the last UE Mannequin bone, in kUE4MannequinToMixamo_BoneNamesMapping arrays,
+used to determine if a skeleton is the UE Mannequin.
+
+Given the pair N-th, then index i = N * 2 + 1.
+*/
+constexpr int IndexLastCheckedUEMannequinBone = 22 * 2;
+
+
+
+/**
+Mapping of "UE4 Mannequin" skeleton bones to the corresponding "Mixamo" skeleton bones names.
+
+NOTES:
+- includes the added "root" bone (by default it's missing in Mixamo skeletons and it's added by the plugin).
+- the first N pairs [ N = (IndexLastCheckedMixamoBone + 1) / 2 ] are used to
+ determine if a skeleton is from Mixamo.
+*/
+static const char* const kUE4MannequinToMixamo_BoneNamesMapping[] = {
+ // UE Mannequin bone name MIXAMO bone name
+ "root", "root",
+ "pelvis", "Hips",
+ "spine_01", "Spine",
+ "spine_02", "Spine1",
+ "spine_03", "Spine2",
+ "neck_01", "Neck",
+ "head", "head",
+ "clavicle_l", "LeftShoulder",
+ "upperarm_l", "LeftArm",
+ "lowerarm_l", "LeftForeArm",
+ "hand_l", "LeftHand",
+ "clavicle_r", "RightShoulder",
+ "upperarm_r", "RightArm",
+ "lowerarm_r", "RightForeArm",
+ "hand_r", "RightHand",
+ "thigh_l", "LeftUpLeg",
+ "calf_l", "LeftLeg",
+ "foot_l", "LeftFoot",
+ "ball_l", "LeftToeBase",
+ "thigh_r", "RightUpLeg",
+ "calf_r", "RightLeg",
+ "foot_r", "RightFoot",
+ "ball_r", "RightToeBase",
+ // From here, ignored to determine if a skeleton is from Mixamo.
+ // From here, ignored to determine if a skeleton is from UE Mannequin.
+ "index_01_l", "LeftHandIndex1",
+ "index_02_l", "LeftHandIndex2",
+ "index_03_l", "LeftHandIndex3",
+ "middle_01_l", "LeftHandMiddle1",
+ "middle_02_l", "LeftHandMiddle2",
+ "middle_03_l", "LeftHandMiddle3",
+ "pinky_01_l", "LeftHandPinky1",
+ "pinky_02_l", "LeftHandPinky2",
+ "pinky_03_l", "LeftHandPinky3",
+ "ring_01_l", "LeftHandRing1",
+ "ring_02_l", "LeftHandRing2",
+ "ring_03_l", "LeftHandRing3",
+ "thumb_01_l", "LeftHandThumb1",
+ "thumb_02_l", "LeftHandThumb2",
+ "thumb_03_l", "LeftHandThumb3",
+ "index_01_r", "RightHandIndex1",
+ "index_02_r", "RightHandIndex2",
+ "index_03_r", "RightHandIndex3",
+ "middle_01_r", "RightHandMiddle1",
+ "middle_02_r", "RightHandMiddle2",
+ "middle_03_r", "RightHandMiddle3",
+ "pinky_01_r", "RightHandPinky1",
+ "pinky_02_r", "RightHandPinky2",
+ "pinky_03_r", "RightHandPinky3",
+ "ring_01_r", "RightHandRing1",
+ "ring_02_r", "RightHandRing2",
+ "ring_03_r", "RightHandRing3",
+ "thumb_01_r", "RightHandThumb1",
+ "thumb_02_r", "RightHandThumb2",
+ "thumb_03_r", "RightHandThumb3",
+ // Un-mapped bones (at the moment). Here for reference.
+ //"lowerarm_twist_01_l", nullptr,
+ //"upperarm_twist_01_l", nullptr,
+ //"lowerarm_twist_01_r", nullptr,
+ //"upperarm_twist_01_r", nullptr,
+ //"calf_twist_01_l", nullptr,
+ //"thigh_twist_01_l", nullptr,
+ //"calf_twist_01_r", nullptr,
+ //"thigh_twist_01_r", nullptr,
+ //"ik_foot_root", nullptr,
+ //"ik_foot_l", nullptr,
+ //"ik_foot_r", nullptr,
+ //"ik_hand_root", nullptr,
+ //"ik_hand_gun", nullptr,
+ //"ik_hand_l", nullptr,
+ //"ik_hand_r", nullptr,
+};
+
+constexpr int32 kUE4MannequinToMixamo_BoneNamesMapping_Num = sizeof(kUE4MannequinToMixamo_BoneNamesMapping) / sizeof(decltype(kUE4MannequinToMixamo_BoneNamesMapping[0]));
+static_assert (kUE4MannequinToMixamo_BoneNamesMapping_Num % 2 == 0, "An event number of entries is expected");
+
+static_assert (IndexLastCheckedMixamoBone % 2 == 1, "Mixamo indexes are odd numbers");
+static_assert (IndexLastCheckedMixamoBone >= 1, "First valid Mixamo index is 1");
+static_assert (IndexLastCheckedMixamoBone < kUE4MannequinToMixamo_BoneNamesMapping_Num, "Index out of bounds");
+
+static_assert (IndexLastCheckedUEMannequinBone % 2 == 0, "UE Mannequin indexes are even numbers");
+static_assert (IndexLastCheckedUEMannequinBone >= 0, "First valid UE Mannequin index is 0");
+static_assert (IndexLastCheckedUEMannequinBone < kUE4MannequinToMixamo_BoneNamesMapping_Num, "Index out of bounds");
+
+
+
+// UE5 mannequin bones in addition of the old mannequin.
+// not all additional bones were included here (e.g fingers, etc)
+static const char* const kUE5MannequinAdditionalBones[] =
+{
+ "spine_04",
+ "spine_05",
+ "neck_02",
+ "lowerarm_twist_02_l",
+ "lowerarm_twist_02_r",
+ "upperarm_twist_02_l",
+ "upperarm_twist_02_r",
+ "thigh_twist_02_l",
+ "thigh_twist_02_r",
+ "calf_twist_02_l",
+ "calf_twist_02_r"
+};
+
+/**
+Mapping of "UE5 Mannequin" skeleton bones to the corresponding "Mixamo" skeleton bones names.
+
+NOTES:
+- includes the added "root" bone (by default it's missing in Mixamo skeletons and it's added by the plugin).
+*/
+static const char* const kUE5MannequinToMixamo_BoneNamesMapping[] = {
+ // UE Mannequin bone name MIXAMO bone name
+ "root", "root",
+ "pelvis", "Hips",
+ //"spine_01", nullptr,
+ "spine_02", "Spine",
+ "spine_03", "Spine1",
+ "spine_04", "Spine2",
+ //"spine_05", nullptr,
+ "neck_01", "Neck",
+ //"neck_02", nullptr,
+ "head", "head",
+ "clavicle_l", "LeftShoulder",
+ "upperarm_l", "LeftArm",
+ "lowerarm_l", "LeftForeArm",
+ "hand_l", "LeftHand",
+ "clavicle_r", "RightShoulder",
+ "upperarm_r", "RightArm",
+ "lowerarm_r", "RightForeArm",
+ "hand_r", "RightHand",
+ "thigh_l", "LeftUpLeg",
+ "calf_l", "LeftLeg",
+ "foot_l", "LeftFoot",
+ "ball_l", "LeftToeBase",
+ "thigh_r", "RightUpLeg",
+ "calf_r", "RightLeg",
+ "foot_r", "RightFoot",
+ "ball_r", "RightToeBase",
+ "index_01_l", "LeftHandIndex1",
+ "index_02_l", "LeftHandIndex2",
+ "index_03_l", "LeftHandIndex3",
+ "middle_01_l", "LeftHandMiddle1",
+ "middle_02_l", "LeftHandMiddle2",
+ "middle_03_l", "LeftHandMiddle3",
+ "pinky_01_l", "LeftHandPinky1",
+ "pinky_02_l", "LeftHandPinky2",
+ "pinky_03_l", "LeftHandPinky3",
+ "ring_01_l", "LeftHandRing1",
+ "ring_02_l", "LeftHandRing2",
+ "ring_03_l", "LeftHandRing3",
+ "thumb_01_l", "LeftHandThumb1",
+ "thumb_02_l", "LeftHandThumb2",
+ "thumb_03_l", "LeftHandThumb3",
+ "index_01_r", "RightHandIndex1",
+ "index_02_r", "RightHandIndex2",
+ "index_03_r", "RightHandIndex3",
+ "middle_01_r", "RightHandMiddle1",
+ "middle_02_r", "RightHandMiddle2",
+ "middle_03_r", "RightHandMiddle3",
+ "pinky_01_r", "RightHandPinky1",
+ "pinky_02_r", "RightHandPinky2",
+ "pinky_03_r", "RightHandPinky3",
+ "ring_01_r", "RightHandRing1",
+ "ring_02_r", "RightHandRing2",
+ "ring_03_r", "RightHandRing3",
+ "thumb_01_r", "RightHandThumb1",
+ "thumb_02_r", "RightHandThumb2",
+ "thumb_03_r", "RightHandThumb3",
+ // Un-mapped bones (at the moment). Here for reference.
+ //"lowerarm_twist_01_l", nullptr,
+ //"upperarm_twist_01_l", nullptr,
+ //"lowerarm_twist_01_r", nullptr,
+ //"upperarm_twist_01_r", nullptr,
+ //"calf_twist_01_l", nullptr,
+ //"thigh_twist_01_l", nullptr,
+ //"calf_twist_01_r", nullptr,
+ //"thigh_twist_01_r", nullptr,
+ //"ik_foot_root", nullptr,
+ //"ik_foot_l", nullptr,
+ //"ik_foot_r", nullptr,
+ //"ik_hand_root", nullptr,
+ //"ik_hand_gun", nullptr,
+ //"ik_hand_l", nullptr,
+ //"ik_hand_r", nullptr,
+};
+
+constexpr int32 kUE5MannequinToMixamo_BoneNamesMapping_Num = sizeof(kUE5MannequinToMixamo_BoneNamesMapping) / sizeof(decltype(kUE5MannequinToMixamo_BoneNamesMapping[0]));
+static_assert (kUE5MannequinToMixamo_BoneNamesMapping_Num % 2 == 0, "An event number of entries is expected");
+
+
+
+/**
+Names of bones in the Mixamo skeleton that must preserve their Component Space transform (relative to the parent)
+when re-posed to match the UE Mannequin skeleton base pose.
+*/
+static const TArray Mixamo_PreserveComponentSpacePose_BoneNames = {
+ "Head",
+ "LeftToeBase",
+ "RightToeBase"
+
+#ifdef MAR_UPPERARMS_PRESERVECS_EXPERIMENTAL_ENABLE_
+ ,"RightShoulder"
+ ,"RightArm"
+ ,"LeftShoulder"
+ ,"LeftArm"
+#endif
+};
+
+/**
+Names of bones in the UE4/UE5/MetaHuman Mannequin skeleton that must preserve their Component Space transform (relative to the parent)
+when re-posed to match the Mixamo skeleton base pose.
+*/
+static const TArray UEMannequin_PreserveComponentSpacePose_BoneNames = {
+ "head",
+ "neck_02", // This is used only by UE5/MetaHuman skeletons. UE4 doens't have it so it should be simply ignored.
+ "ball_r",
+ "ball_l"
+
+#ifdef MAR_UPPERARMS_PRESERVECS_EXPERIMENTAL_ENABLE_
+ ,"clavicle_r"
+ ,"upperarm_r"
+ ,"clavicle_l"
+ ,"upperarm_l"
+#endif
+};
+
+
+
+/**
+Parent-child pair bone's names in the Mixamo skeleton where the child bone must be forcefully oriented
+when re-posed to match the UE Mannequin skeleton base pose regardless of the children number of the parent bone.
+*/
+static const TArray> Mixamo_ParentChildBoneNamesToBypassOneChildConstraint = {
+ {"LeftUpLeg", "LeftLeg"},
+ {"LeftLeg", "LeftFoot"},
+ {"LeftFoot", "LeftToeBase"},
+ {"LeftToeBase", "LeftToe_End"},
+ {"RightUpLeg", "RightLeg"},
+ {"RightLeg", "RightFoot"},
+ {"RightFoot", "RightToeBase"},
+ {"RightToeBase", "RightToe_End"},
+ {"Hips", "Spine"}, // Heuristic to try to align better the part.
+ {"Spine", "Spine1"},
+ {"Spine1", "Spine2"},
+ {"Spine2", "Neck"}, // Heuristic to try to align better the part.
+ {"Neck", "Head"},
+ {"Head", "HeadTop_End"},
+ {"LeftShoulder", "LeftArm"},
+ {"LeftArm", "LeftForeArm"},
+ {"LeftForeArm", "LeftHand"},
+ {"LeftHand", "LeftHandMiddle1"}, // Heuristic to try to align better the part.
+ {"LeftHandIndex1", "LeftHandIndex2"},
+ {"LeftHandIndex2", "LeftHandIndex3"},
+ {"LeftHandIndex3", "LeftHandIndex4"},
+ {"LeftHandMiddle1", "LeftHandMiddle2"},
+ {"LeftHandMiddle2", "LeftHandMiddle3"},
+ {"LeftHandMiddle3", "LeftHandMiddle4"},
+ {"LeftHandPinky1", "LeftHandPinky2"},
+ {"LeftHandPinky2", "LeftHandPinky3"},
+ {"LeftHandPinky3", "LeftHandPinky4"},
+ {"LeftHandRing1", "LeftHandRing2"},
+ {"LeftHandRing2", "LeftHandRing3"},
+ {"LeftHandRing3", "LeftHandRing4"},
+ {"LeftHandThumb1", "LeftHandThumb2"},
+ {"LeftHandThumb2", "LeftHandThumb3"},
+ {"LeftHandThumb3", "LeftHandThumb4"},
+ {"RightShoulder", "RightArm"},
+ {"RightArm", "RightForeArm"},
+ {"RightForeArm", "RightHand"},
+ {"RightHand", "RightHandMiddle1"}, // Heuristic to try to align better the part.
+ {"RightHandIndex1", "RightHandIndex2"},
+ {"RightHandIndex2", "RightHandIndex3"},
+ {"RightHandIndex3", "RightHandIndex4"},
+ {"RightHandMiddle1", "RightHandMiddle2"},
+ {"RightHandMiddle2", "RightHandMiddle3"},
+ {"RightHandMiddle3", "RightHandMiddle4"},
+ {"RightHandPinky1", "RightHandPinky2"},
+ {"RightHandPinky2", "RightHandPinky3"},
+ {"RightHandPinky3", "RightHandPinky4"},
+ {"RightHandRing1", "RightHandRing2"},
+ {"RightHandRing2", "RightHandRing3"},
+ {"RightHandRing3", "RightHandRing4"},
+ {"RightHandThumb1", "RightHandThumb2"},
+ {"RightHandThumb2", "RightHandThumb3"},
+ {"RightHandThumb3", "RightHandThumb4"}
+};
+
+/**
+Parent-child pair bone's names in the UE4 Mannequin skeleton where the child bone must be forcefully oriented
+when re-posed to match the Mixamo skeleton base pose regardless of the children number of the parent bone.
+*/
+static const TArray> UE4Mannequin_ParentChildBoneNamesToBypassOneChildConstraint = {
+ {"pelvis", "spine_01"}, // Heuristic to try to align better the part.
+ {"spine_01", "spine_02"},
+ {"spine_02", "spine_03"},
+ {"spine_03", "neck_01"},
+ {"neck_01", "head"},
+ {"thigh_l", "calf_l"}, // to ignore "thigh_twist_01_l"
+ {"calf_l", "foot_l"}, // to ignore "calf_twist_01_l"
+ {"foot_l", "ball_l"},
+ {"thigh_r", "calf_r"}, // to ignore "thigh_twist_01_r"
+ {"calf_r", "foot_r"}, // to ignore "calf_twist_01_r"
+ {"foot_r", "ball_r"},
+ {"clavicle_l", "upperarm_l"},
+ {"upperarm_l", "lowerarm_l"}, // to ignore "upperarm_twist_01_l"
+ {"lowerarm_l", "hand_l"}, // to ignore "lowerarm_twist_01_l"
+ {"hand_l", "middle_01_l"}, // Heuristic to try to align better the part.
+ {"index_01_l", "index_02_l"},
+ {"index_02_l", "index_03_l"},
+ {"middle_01_l", "middle_02_l"},
+ {"middle_02_l", "middle_03_l"},
+ {"pinky_01_l", "pinky_02_l"},
+ {"pinky_02_l", "pinky_03_l"},
+ {"ring_01_l", "ring_02_l"},
+ {"ring_02_l", "ring_03_l"},
+ {"thumb_01_l", "thumb_02_l"},
+ {"thumb_02_l", "thumb_03_l"},
+ {"clavicle_r", "upperarm_r"},
+ {"upperarm_r", "lowerarm_r"}, // to ignore "upperarm_twist_01_r"
+ {"lowerarm_r", "hand_r"}, // to ignore "lowerarm_twist_01_r"
+ {"hand_r", "middle_01_r"}, // Heuristic to try to align better the part.
+ {"index_01_r", "index_02_r"},
+ {"index_02_r", "index_03_r"},
+ {"middle_01_r", "middle_02_r"},
+ {"middle_02_r", "middle_03_r"},
+ {"pinky_01_r", "pinky_02_r"},
+ {"pinky_02_r", "pinky_03_r"},
+ {"ring_01_r", "ring_02_r"},
+ {"ring_02_r", "ring_03_r"},
+ {"thumb_01_r", "thumb_02_r"},
+ {"thumb_02_r", "thumb_03_r"}
+};
+
+/**
+Parent-child pair bone's names in the UE5/MetaHuman Mannequin skeleton where the child bone must be forcefully oriented
+when re-posed to match the Mixamo skeleton base pose regardless of the children number of the parent bone.
+*/
+static const TArray> UE5Mannequin_ParentChildBoneNamesToBypassOneChildConstraint = {
+ {"pelvis", "spine_01"}, // Heuristic to try to align better the part.
+ {"spine_01", "spine_02"},
+ {"spine_02", "spine_03"},
+ {"spine_03", "spine_04"},
+ {"spine_04", "spine_05"},
+ {"spine_05", "neck_01"}, // Heuristic to try to align better the part.
+ {"neck_01", "neck_02"},
+ {"neck_02", "head"},
+ {"thigh_l", "calf_l"},
+ {"calf_l", "foot_l"},
+ {"foot_l", "ball_l"},
+ {"thigh_r", "calf_r"},
+ {"calf_r", "foot_r"},
+ {"foot_r", "ball_r"},
+ {"clavicle_l", "upperarm_l"},
+ {"upperarm_l", "lowerarm_l"},
+ {"lowerarm_l", "hand_l"},
+ {"hand_l", "middle_metacarpal_l"}, // Heuristic to try to align better the part.
+ {"index_metacarpal_l", "index_01_l"},
+ {"index_01_l", "index_02_l"},
+ {"index_02_l", "index_03_l"},
+ {"middle_metacarpal_l", "middle_01_l"},
+ {"middle_01_l", "middle_02_l"},
+ {"middle_02_l", "middle_03_l"},
+ {"pinky_metacarpal_l", "pinky_01_l"},
+ {"pinky_01_l", "pinky_02_l"},
+ {"pinky_02_l", "pinky_03_l"},
+ {"ring_metacarpal_l", "ring_01_l"},
+ {"ring_01_l", "ring_02_l"},
+ {"ring_02_l", "ring_03_l"},
+ {"thumb_01_l", "thumb_02_l"},
+ {"thumb_02_l", "thumb_03_l"},
+ {"clavicle_r", "upperarm_r"},
+ {"upperarm_r", "lowerarm_r"},
+ {"lowerarm_r", "hand_r"},
+ {"hand_r", "middle_metacarpal_r"}, // Heuristic to try to align better the part.
+ {"index_metacarpal_r", "index_01_r"},
+ {"index_01_r", "index_02_r"},
+ {"index_02_r", "index_03_r"},
+ {"middle_metacarpal_r", "middle_01_r"},
+ {"middle_01_r", "middle_02_r"},
+ {"middle_02_r", "middle_03_r"},
+ {"pinky_metacarpal_r", "pinky_01_r"},
+ {"pinky_01_r", "pinky_02_r"},
+ {"pinky_02_r", "pinky_03_r"},
+ {"ring_metacarpal_r", "ring_01_r"},
+ {"ring_01_r", "ring_02_r"},
+ {"ring_02_r", "ring_03_r"},
+ {"thumb_01_r", "thumb_02_r"},
+ {"thumb_02_r", "thumb_03_r"}
+};
+
+static const FName RootBoneName("root");
+
+
+
+#ifndef MAR_IKRETARGETER_ADVANCED_CHAINS_DISABLE_
+/**
+Mapping of "UE4/UE5/MetaHuman Mannequin" chain names to the corresponding "Mixamo" chain names.
+*/
+static const char* const kUEMannequinToMixamo_ChainNamesMapping[] = {
+ "Root", "Root",
+ "Spine", "Spine",
+ "Head", "Head",
+ "LeftClavicle", "LeftClavicle",
+ "RightClavicle", "RightClavicle",
+ "LeftArm", "LeftArm",
+ "RightArm", "RightArm",
+ "LeftLeg", "LeftLeg",
+ "RightLeg", "RightLeg",
+ "LeftIndex", "LeftIndex",
+ "RightIndex", "RightIndex",
+ "LeftMiddle", "LeftMiddle",
+ "RightMiddle", "RightMiddle",
+ "LeftPinky", "LeftPinky",
+ "RightPinky", "RightPinky",
+ "LeftRing", "LeftRing",
+ "RightRing", "RightRing",
+ "LeftThumb", "LeftThumb",
+ "RightThumb", "RightThumb"
+};
+
+constexpr int32 kUEMannequinToMixamo_ChainNamesMapping_Num = sizeof(kUEMannequinToMixamo_ChainNamesMapping) / sizeof(decltype(kUEMannequinToMixamo_ChainNamesMapping[0]));
+static_assert (kUEMannequinToMixamo_ChainNamesMapping_Num % 2 == 0, "An event number of entries is expected");
+#endif
+
+
+/**
+List of "chain names" (relative to the UE4/UE5/MetaHuman Mannequin names) that must not be configured in the IKRetarget asset.
+*/
+static const TArray UEMannequin_SkipChains_ChainNames = {
+#ifdef MAR_IKRETARGETER_ADVANCED_CHAINS_DISABLE_
+ TEXT("root"),
+ TEXT("pelvis")
+#endif
+};
+
+
+/**
+List of "chain names" (relative to the UE4/UE5/MetaHuman Mannequin names) for which the "Drive IK Goal" must be configured.
+*/
+static const TArray UEMannequin_DriveIKGoal_ChainNames = {
+ "LeftArm",
+ "RightArm",
+ "LeftLeg",
+ "RightLeg"
+};
+
+
+/**
+List of "chain names" (relative to the UE4/UE5/MetaHuman Mannequin names) for which the "one to one" must be set as FK Rotation mode.
+*/
+static const TArray UEMannequin_OneToOneFKRotationMode_ChainNames = {
+ "LeftIndex",
+ "RightIndex",
+ "LeftMiddle",
+ "RightMiddle",
+ "LeftPinky",
+ "RightPinky",
+ "LeftRing",
+ "RightRing",
+ "LeftThumb",
+ "RightThumb",
+};
+
+
+
+#ifndef MAR_IGNORE_UE5_MANNEQUIN
+
+static const FSoftObjectPath kMetaHumanBaseSkeleton_ObjectPath(TEXT("/Game/MetaHumans/Common/Female/Medium/NormalWeight/Body/metahuman_base_skel.metahuman_base_skel"));
+static const FSoftObjectPath kMetaHumanDefaultSkeletalMesh_ObjectPath(TEXT("/Game/MetaHumans/Common/Female/Medium/NormalWeight/Body/f_med_nrw_body.f_med_nrw_body"));
+
+#endif // MAR_IGNORE_UE5_MANNEQUIN
+
+
+
+/// Returns the "cleaned" name of a skeleton asset.
+FString GetBaseSkeletonName(const USkeleton* Skeleton)
+{
+ check(Skeleton != nullptr);
+ FString Name = Skeleton->GetName();
+ Name.RemoveFromStart(TEXT("SK_"));
+ Name.RemoveFromEnd(TEXT("Skeleton"));
+ Name.RemoveFromEnd(TEXT("_"));
+ return Name;
+}
+
+/// Returns a nicer name for the IKRig asset associated to Skeleton.
+FString GetRigName(const USkeleton* Skeleton)
+{
+ return FString::Printf(TEXT("IK_%s"), *GetBaseSkeletonName(Skeleton));
+}
+
+
+/// Returns a nicer name for the IKRetargeter asset used to retarget from ReferenceSkeleton to Skeleton.
+FString GetRetargeterName(const USkeleton* ReferenceSkeleton, const USkeleton* Skeleton)
+{
+ return FString::Printf(TEXT("RTG_%s_%s"), *GetBaseSkeletonName(ReferenceSkeleton), *GetBaseSkeletonName(Skeleton));
+}
+
+
+
+// See FSkeletonPoser::ComputeComponentSpaceTransform().
+// TODO: this is used by ConfigureBoneLimitsLocalToBS(); if we'll keep this function, it could be helpful to make the above one public and use it.
+FTransform ComputeComponentSpaceTransform(const FReferenceSkeleton & RefSkeleton, int32 BoneIndex)
+{
+ if (BoneIndex == INDEX_NONE)
+ {
+ return FTransform::Identity;
+ }
+
+ const TArray& RelTransforms = RefSkeleton.GetRefBonePose();
+ FTransform T = RelTransforms[BoneIndex];
+ int32 i = RefSkeleton.GetParentIndex(BoneIndex);
+ while (i != INDEX_NONE)
+ {
+ T *= RelTransforms[i];
+ i = RefSkeleton.GetParentIndex(i);
+ }
+
+ return T;
+}
+
+
+
+/**
+Configure the bone preferred angle converting from the input "Local Space" to the Skeleton Bone Space.
+
+Local space is constructed with the forward vector pointing to the bone direction (the direction pointing the child bone),
+the input right vector (BoneLimitRightCS) and the Up vector as the cross product of the two.
+
+Preferred angles are then remapped from these axis to the **matching** skeleton bone space axis.
+
+Bone name is in Settings.
+*/
+void ConfigureBonePreferredAnglesLocalToBS(
+ const USkeleton* Skeleton,
+ UIKRig_PBIKBoneSettings* Settings,
+ FName ChildBoneName,
+ FVector PreferredAnglesLS,
+ FVector BoneLimitRightCS
+)
+{
+ check(Skeleton != nullptr);
+ if (Settings == nullptr)
+ {
+ return;
+ }
+ const FReferenceSkeleton& RefSkeleton = Skeleton->GetReferenceSkeleton();
+ const int32 BoneIndex = RefSkeleton.FindBoneIndex(Settings->Bone);
+ // Skip if required data are missing.
+ if (BoneIndex == INDEX_NONE)
+ {
+ return;
+ }
+
+ const int32 ChildBoneIndex = RefSkeleton.FindBoneIndex(ChildBoneName);
+ if (ChildBoneIndex == INDEX_NONE)
+ {
+ return;
+ }
+
+ check(RefSkeleton.GetParentIndex(ChildBoneIndex) == BoneIndex);
+
+ auto GetMatchingAxis = [](const TArray& axis, const FVector& refAxis, bool& bInverted)
+ {
+ float ProjOnDir = FVector::DotProduct(axis[0], refAxis);
+ int bestIdx = 0;
+ for(int i = 1; i < 3; ++i)
+ {
+ float dot = FVector::DotProduct(axis[i], refAxis);
+ if (FMath::Abs(dot) > FMath::Abs(ProjOnDir))
+ {
+ ProjOnDir = dot;
+ bestIdx = i;
+ }
+ }
+
+ bInverted = ProjOnDir < 0;
+ return bestIdx;
+ };
+
+ const FTransform BoneCS = ComputeComponentSpaceTransform(RefSkeleton, BoneIndex);
+ const FTransform ChildBoneCS = ComputeComponentSpaceTransform(RefSkeleton, ChildBoneIndex);
+ const FQuat& BoneR = BoneCS.GetRotation();
+
+ const FVector XAxisCS = BoneCS.GetUnitAxis(EAxis::X);
+ const FVector YAxisCS = BoneCS.GetUnitAxis(EAxis::Y);
+ const FVector ZAxisCS = BoneCS.GetUnitAxis(EAxis::Z);
+
+ const FVector ParentToChildDirCS = (ChildBoneCS.GetTranslation() - BoneCS.GetTranslation()).GetSafeNormal();
+
+ // NOTE: [XBoneLimitCS, YBoneLimitCS, ZBoneLimitCS] could be NOT an orthonormal basis!
+ const FVector XBoneLimitCS = ParentToChildDirCS;
+ const FVector YBoneLimitCS = BoneLimitRightCS;
+ const FVector ZBoneLimitCS = FVector::CrossProduct(XBoneLimitCS, YBoneLimitCS);
+ check(!ZBoneLimitCS.IsNearlyZero());
+
+ bool bInverted[3];
+ int remappedAxis[3];
+
+ remappedAxis[0] = GetMatchingAxis({ XAxisCS , YAxisCS , ZAxisCS }, XBoneLimitCS, bInverted[0]);
+ remappedAxis[1] = GetMatchingAxis({ XAxisCS , YAxisCS , ZAxisCS }, YBoneLimitCS, bInverted[1]);
+ remappedAxis[2] = GetMatchingAxis({ XAxisCS , YAxisCS , ZAxisCS }, ZBoneLimitCS, bInverted[2]);
+
+ for (int i = 0; i < 3; ++i)
+ {
+ int axisIdx = remappedAxis[i];
+ float angle = PreferredAnglesLS[i];
+ float sign = 1.0f;
+
+ if (bInverted[i])
+ sign = -1.0f;
+ if(((i == 2) ^ (axisIdx == 2)) == true)
+ sign *= -1.0f;
+
+ Settings->PreferredAngles[axisIdx] = angle * sign;
+ }
+
+ Settings->bUsePreferredAngles = true;
+}
+
+
+
+// A #define since I don't want to copy buffers/objects, and doing it with C++ template specialization is a mess...
+#define SelectBySkeletonType(SkeletonType,UE4Value,UE5Value) ((SkeletonType) == ETargetSkeletonType::ST_UE5_MANNEQUIN ? UE5Value : UE4Value)
+
+} // namespace *unnamed*
+
+
+
+FMixamoSkeletonRetargeter::FMixamoSkeletonRetargeter()
+ : UE4MannequinToMixamo_BoneNamesMapping(kUE4MannequinToMixamo_BoneNamesMapping, kUE4MannequinToMixamo_BoneNamesMapping_Num),
+#ifdef MAR_IKRETARGETER_ADVANCED_CHAINS_DISABLE_
+ UE4MannequinToMixamo_ChainNamesMapping(kUE4MannequinToMixamo_BoneNamesMapping, kUE4MannequinToMixamo_BoneNamesMapping_Num),
+#else
+ UE4MannequinToMixamo_ChainNamesMapping(kUEMannequinToMixamo_ChainNamesMapping, kUEMannequinToMixamo_ChainNamesMapping_Num),
+#endif
+ UE5MannequinToMixamo_BoneNamesMapping(kUE5MannequinToMixamo_BoneNamesMapping, kUE5MannequinToMixamo_BoneNamesMapping_Num),
+#ifdef MAR_IKRETARGETER_ADVANCED_CHAINS_DISABLE_
+ UE5MannequinToMixamo_ChainNamesMapping(kUE5MannequinToMixamo_BoneNamesMapping, kUE5MannequinToMixamo_BoneNamesMapping_Num)
+#else
+ UE5MannequinToMixamo_ChainNamesMapping(kUEMannequinToMixamo_ChainNamesMapping, kUEMannequinToMixamo_ChainNamesMapping_Num)
+#endif
+{
+}
+
+
+
+/**
+Retarget all the Skeletons (Mixamo skeletons) to a UE Mannequin skeleton that the user will interactively select.
+*/
+void FMixamoSkeletonRetargeter::RetargetToUE4Mannequin(TArray Skeletons) const
+{
+ if (Skeletons.Num() <= 0)
+ {
+ return;
+ }
+
+ // Get the UE4 "Mannequin" skeleton.
+ USkeleton * ReferenceSkeleton = AskUserForTargetSkeleton();
+ if (ReferenceSkeleton == nullptr)
+ {
+ // We hadn't found a suitable skeleton.
+ FMessageLog("LogMixamoToolkit").Error(FText::FromString(TEXT("No suitable Skeleton selected. Retargeting aborted.")));
+ return;
+ }
+
+ TArray AssetsToOverwrite;
+ for (USkeleton* Skeleton : Skeletons)
+ {
+ EnumerateAssetsToOverwrite(Skeleton, ReferenceSkeleton, AssetsToOverwrite);
+ }
+ if (AssetsToOverwrite.Num() && !AskUserOverridingAssetsConfirmation(AssetsToOverwrite))
+ {
+ FMessageLog("LogMixamoToolkit").Error(FText::FromString(TEXT("Files overwritten denied. Retargeting aborted by the user.")));
+ return;
+ }
+
+ // Ensure that the ReferenceSkeleton has a preview mesh!
+ // Without it, retargeting an animation will fail (CreateUEMannequinIKRig -> CreateIKRig -> will be unable to get a required skeletal mesh)
+ const ETargetSkeletonType ReferenceSkeletonType = GetTargetSkeletonType(ReferenceSkeleton);
+ bool bSetPreviewMesh = ( ReferenceSkeleton->GetPreviewMesh() == nullptr );
+
+#ifndef MAR_IGNORE_UE5_MANNEQUIN
+ const bool bIsMetaHumanSkeleton = (
+ ReferenceSkeletonType == ETargetSkeletonType::ST_UE5_MANNEQUIN
+ && FSoftObjectPath(ReferenceSkeleton->GetPathName()) == kMetaHumanBaseSkeleton_ObjectPath
+ );
+
+ // If targetting the MetaHuman skeleton ("metahuman_base_skel"), ensure it's
+ // using the default skeletal mesh "f_med_nrw_body" as preview.
+ //
+ // Code in Retarget() will process only "f_med_nrw_body" and will filter out all
+ // the other skeletal meshes; but later code relies on the Preview Mesh for some
+ // computations resulting in an error if the returned skeletal mesh has not been
+ // processed.
+ // While it would be better to forcefully use "f_med_nrw_body" without changing
+ // any Preview Mesh set by the user, for now this is the simplest solution to not
+ // revolutionize existing code.
+ if (bIsMetaHumanSkeleton)
+ {
+ bSetPreviewMesh = (
+ ReferenceSkeleton->GetPreviewMesh() == nullptr
+ || !(FSoftObjectPath(ReferenceSkeleton->GetPreviewMesh()->GetPathName()) == kMetaHumanDefaultSkeletalMesh_ObjectPath)
+ );
+ }
+#endif
+
+ if (bSetPreviewMesh)
+ {
+ TArray ReferenceSkeletalMeshes;
+ GetAllSkeletalMeshesUsingSkeleton(ReferenceSkeleton, ReferenceSkeletalMeshes);
+
+#ifndef MAR_IGNORE_UE5_MANNEQUIN
+ // In case of a MetaHuman skeleton, try to pick a good preview mesh (move it at index 0).
+ if (bIsMetaHumanSkeleton)
+ {
+ auto RepositionSkeletalMesheByObjectPath = [&](const FSoftObjectPath& Query) {
+ int32 i = ReferenceSkeletalMeshes.IndexOfByPredicate(
+ [&](const FAssetData& A) {
+ return A.GetSoftObjectPath() == Query;
+ }
+ );
+ if (i == INDEX_NONE)
+ {
+ return false;
+ }
+ ReferenceSkeletalMeshes.Swap(i, 0);
+ return true;
+ };
+
+ if (!RepositionSkeletalMesheByObjectPath(kMetaHumanDefaultSkeletalMesh_ObjectPath))
+ {
+ const FString ErrorMessage = FString::Format(TEXT("Default MetaHuman skeletal mesh '{0}' not found. Retargeting aborted."),
+ { kMetaHumanDefaultSkeletalMesh_ObjectPath.ToString() });
+
+ //RepositionSkeletalMesheByObjectPath(TEXT("/Game/MetaHumans/Common/Male/Medium/NormalWeight/Body/m_med_nrw_body.m_med_nrw_body"));
+ FMessageLog("LogMixamoToolkit").Error(FText::FromString(ErrorMessage));
+ return;
+ }
+ }
+#endif // MAR_IGNORE_UE5_MANNEQUIN
+
+ // This will load the Skeletal Mesh.
+ ReferenceSkeleton->SetPreviewMesh(CastChecked(ReferenceSkeletalMeshes[0].GetAsset()));
+ }
+
+ // Process all input skeletons.
+ FScopedSlowTask Progress(Skeletons.Num(), LOCTEXT("FMixamoSkeletonRetargeter_ProgressTitle", "Retargeting of Mixamo assets"));
+ Progress.MakeDialog();
+ const FScopedTransaction Transaction(LOCTEXT("FMixamoSkeletonRetargeter_RetargetSkeletons", "Retargeting of Mixamo assets"));
+ for (USkeleton * Skeleton : Skeletons)
+ {
+ Progress.EnterProgressFrame(1, FText::FromName(Skeleton->GetFName()));
+ Retarget(Skeleton, ReferenceSkeleton, ReferenceSkeletonType);
+ }
+}
+
+
+
+/// Return true if Skeleton is a Mixamo skeleton.
+bool FMixamoSkeletonRetargeter::IsMixamoSkeleton(const USkeleton * Skeleton) const
+{
+ // We consider a Skeleton "coming from Mixamo" if it has at least X% of the expected bones.
+ const float MINIMUM_MATCHING_PERCENTAGE = .75f;
+
+ // Convert the array of expected bone names (TODO: cache it...).
+ TArray BoneNames;
+ UE4MannequinToMixamo_BoneNamesMapping.GetDestination(BoneNames);
+ // Look for and count the known Mixamo bones (see comments on IndexLastCheckedMixamoBone and UEMannequinToMixamo_BonesMapping).
+ constexpr int32 NumBones = (IndexLastCheckedMixamoBone + 1) / 2;
+ BoneNames.SetNum(NumBones);
+
+ FSkeletonMatcher SkeletonMatcher(BoneNames, MINIMUM_MATCHING_PERCENTAGE);
+ return SkeletonMatcher.IsMatching(Skeleton);
+}
+
+
+
+/// Return true if AssetData is NOT a UE Mannequin skeleton asset.
+bool FMixamoSkeletonRetargeter::OnShouldFilterNonUEMannequinSkeletonAsset(const FAssetData& AssetData) const
+{
+ // Skip non skeleton assets.
+ if (!AssetData.IsInstanceOf(USkeleton::StaticClass()))
+ {
+ return false;
+ }
+
+#ifndef MAR_IGNORE_UE5_MANNEQUIN
+ // Special filtering for skeletons in '/Game/MetaHumans/' path: inside this path,
+ // we want to show only the "metahuman_base_skel" (corresponding to the Female-Medium-NormalWeight body).
+ //
+ // This because all the MetaHuman skeletal meshes are based on it (see ),
+ // so any other skeleton here can/must be ignored.
+ //
+ // In particular, downloaded accessories (tested with some characters manually downloaded from the Quixel Website)
+ // can have skeletons compatible with "metahuman_base_skel" (in particular for clothes like "tops", e.g.
+ // "/Game/MetaHumans/Common/Male/Tall/OverWeight/Tops/Hoodie/Meshes/m_tal_ovw_top_hoodie_Skeleton").
+ // At run-time, their animation are instead driven by "metahuman_base_skel": in the MetaHuman actor blueprint
+ // (e.g. "/Game/MetaHumans/Hudson/BP_Hudson"), in the Construction Script, the function "EnableMasterPose"
+ // is called for all the skeletal mesh components forcing them to use the "Body" as Master Pose Component
+ // (https://docs.unrealengine.com/5.0/en-US/modular-characters-in-unreal-engine/); this causes that all the animations
+ // will be driven by the "Body" skeletal mesh that is configured to use "metahuman_base_skel".
+ // Since they're not used at run-time for animations purposes, it's pointless to select them for retargeting.
+ if (AssetData.PackagePath.ToString().StartsWith(TEXT("/Game/MetaHumans/"), ESearchCase::IgnoreCase))
+ {
+ return !(AssetData.GetSoftObjectPath() == kMetaHumanBaseSkeleton_ObjectPath);
+ }
+#endif
+
+ // To check the skeleton bones, unfortunately we've to load the asset.
+ USkeleton* Skeleton = Cast(AssetData.GetAsset());
+ return Skeleton != nullptr ? !IsUEMannequinSkeleton(Skeleton) : true;
+}
+
+
+
+ETargetSkeletonType FMixamoSkeletonRetargeter::GetTargetSkeletonType(const USkeleton* Skeleton) const
+{
+ // We consider a Skeleton "being the UE Mannequin" if it has at least X% of the expected bones.
+ const float MINIMUM_MATCHING_PERCENTAGE = .75f;
+
+ // Convert the array of expected bone names
+ /// @TODO: cache it.
+ TArray BoneNames;
+ UE4MannequinToMixamo_BoneNamesMapping.GetSource(BoneNames);
+ // Look for and count the known UE Mannequin bones (see comments on IndexLastCheckedUEMannequinBone and UEMannequinToMixamo_BonesMapping).
+ constexpr int32 NumBones = (IndexLastCheckedUEMannequinBone + 2) / 2;
+ BoneNames.SetNum(NumBones);
+
+ FSkeletonMatcher SkeletonMatcher(BoneNames, MINIMUM_MATCHING_PERCENTAGE);
+ if (SkeletonMatcher.IsMatching(Skeleton))
+ {
+ // It can be an UE4 or an UE5/MetaHuman skeleton, disambiguate it.
+ TArray UE5BoneNames;
+ for (int i = 0; i < sizeof(kUE5MannequinAdditionalBones) / sizeof(decltype(kUE5MannequinAdditionalBones[0])); ++i)
+ {
+ UE5BoneNames.Add(kUE5MannequinAdditionalBones[i]);
+ }
+
+ const float MINIMUM_MATCHING_PERCENTAGE_UE5 = .25f;
+ FSkeletonMatcher SkeletonMatcherUE5(UE5BoneNames, MINIMUM_MATCHING_PERCENTAGE_UE5);
+
+ return SkeletonMatcherUE5.IsMatching(Skeleton) ? ETargetSkeletonType::ST_UE5_MANNEQUIN : ETargetSkeletonType::ST_UE4_MANNEQUIN;
+ }
+
+ return ETargetSkeletonType::ST_UNKNOWN;
+}
+
+
+
+/// Return true if Skeleton is a UE Mannequin skeleton.
+bool FMixamoSkeletonRetargeter::IsUEMannequinSkeleton(const USkeleton* Skeleton) const
+{
+ const ETargetSkeletonType Type = GetTargetSkeletonType(Skeleton);
+ return
+ Type == ETargetSkeletonType::ST_UE4_MANNEQUIN
+#ifndef MAR_IGNORE_UE5_MANNEQUIN
+ || Type == ETargetSkeletonType::ST_UE5_MANNEQUIN
+#endif
+ ;
+}
+
+
+
+/**
+Process Skeleton to support retargeting to ReferenceSkeleton.
+
+Usually this requires to process all the Skeletal Meshes based on Skeleton.
+*/
+void FMixamoSkeletonRetargeter::Retarget(
+ USkeleton* Skeleton,
+ const USkeleton * ReferenceSkeleton,
+ ETargetSkeletonType ReferenceSkeletonType
+) const
+{
+ check(Skeleton != nullptr);
+ check(ReferenceSkeleton != nullptr);
+
+ FMessageLog("LogMixamoToolkit").Info(FText::FromString(FString::Format(TEXT("Retargeting Mixamo skeleton '{0}'"),
+ { *Skeleton->GetName() })));
+
+ // Check for a skeleton retargeting on itself.
+ if (Skeleton == ReferenceSkeleton)
+ {
+ FMessageLog("LogMixamoToolkit").Warning(FText::FromString(FString::Format(TEXT("Skipping retargeting of Mixamo skeleton '{0}' on itself"),
+ { *Skeleton->GetName() })));
+ return;
+ }
+
+ // Check for invalid root bone (root bone not at position 0)
+ if (HasFakeRootBone(Skeleton))
+ {
+ FMessageLog("LogMixamoToolkit").Warning(FText::FromString(FString::Format(TEXT("Skipping retargeting of Mixamo skeleton '{0}'; invalid 'root' bone at index != 0"),
+ { *Skeleton->GetName() })));
+ return;
+ }
+
+ // Get all USkeletalMesh assets using Skeleton (i.e. the Mixamo skeleton).
+ TArray SkeletalMeshes;
+ GetAllSkeletalMeshesUsingSkeleton(Skeleton, SkeletalMeshes);
+
+ /*
+ Retargeting uses the SkeletalMesh's reference skeleton, as it counts for mesh proportions.
+ If you need to use the original Skeleton, you have to ensure Skeleton pose has the same proportions
+ of the skeletal mesh we are retargeting calling:
+ Skeleton->GetPreviewMesh(true)->UpdateReferencePoseFromMesh(SkeletonMesh);
+ */
+ // Add the root bone if needed. This: fixes a offset glitch in the animations, is generally useful.
+#ifndef MAR_ADDROOTBONE_DISABLE_
+ AddRootBone(Skeleton, SkeletalMeshes);
+#endif
+
+ // Be sure that the Skeleton has a preview mesh!
+ // without it, retargeting an animation will fail
+ if (SkeletalMeshes.Num() > 0)
+ SetPreviewMesh(Skeleton, SkeletalMeshes[0]);
+
+ // Create the IKRig assets, one for each input skeleton.
+ UIKRigDefinition* MixamoRig = CreateMixamoIKRig(Skeleton);
+ UIKRigDefinition* UEMannequinRig = CreateUEMannequinIKRig(ReferenceSkeleton, ReferenceSkeletonType);
+
+ // Create the IKRetarget asset to retarget from the UE Mannequin to Mixamo.
+ const FString SkeletonBasePackagePath = FPackageName::GetLongPackagePath(Skeleton->GetPackage()->GetName());
+ const FStaticNamesMapper & UEMannequinToMixamo_ChainNamesMapping = SelectBySkeletonType(ReferenceSkeletonType, UE4MannequinToMixamo_ChainNamesMapping, UE5MannequinToMixamo_ChainNamesMapping);
+ const FStaticNamesMapper MixamoToUEMannequin_ChainNamesMapping = UEMannequinToMixamo_ChainNamesMapping.GetInverseMapper();
+ UIKRetargeter* IKRetargeter_UEMannequinToMixamo = CreateIKRetargeter(
+ SkeletonBasePackagePath,
+ GetRetargeterName(ReferenceSkeleton, Skeleton),
+ UEMannequinRig,
+ MixamoRig,
+ MixamoToUEMannequin_ChainNamesMapping,
+ UEMannequinToMixamo_ChainNamesMapping.MapNames(UEMannequin_SkipChains_ChainNames),
+ UEMannequinToMixamo_ChainNamesMapping.MapNames(UEMannequin_DriveIKGoal_ChainNames),
+ UEMannequinToMixamo_ChainNamesMapping.MapNames(UEMannequin_OneToOneFKRotationMode_ChainNames)
+ );
+
+ // Set-up the translation retargeting modes, to avoid artifacts when retargeting the animations.
+ SetupTranslationRetargetingModes(Skeleton);
+ // Retarget the base pose of the Mixamo skeletal meshes to match the "UE4_Mannequin_Skeleton" one.
+ const FStaticNamesMapper & UEMannequinToMixamo_BoneNamesMapping = SelectBySkeletonType(ReferenceSkeletonType, UE4MannequinToMixamo_BoneNamesMapping, UE5MannequinToMixamo_BoneNamesMapping);
+ RetargetBasePose(
+ SkeletalMeshes,
+ ReferenceSkeleton,
+ Mixamo_PreserveComponentSpacePose_BoneNames,
+ UEMannequinToMixamo_BoneNamesMapping.GetInverseMapper(),
+ Mixamo_ParentChildBoneNamesToBypassOneChildConstraint,
+ /*bApplyPoseToRetargetBasePose=*/true,
+ UIKRetargeterController::GetController(IKRetargeter_UEMannequinToMixamo)
+ );
+
+ // = Setup the Mixamo to UE Mannequin retargeting.
+
+ // Get all USkeletalMesh assets using ReferenceSkeleton (i.e. the UE Mannequin skeleton).
+ TArray UEMannequinSkeletalMeshes;
+ GetAllSkeletalMeshesUsingSkeleton(ReferenceSkeleton, UEMannequinSkeletalMeshes);
+
+#ifndef MAR_IGNORE_UE5_MANNEQUIN
+ // In case Skeleton is a MetaHuman skeleton, remove all the skeletal meshes
+ // but "/Game/MetaHumans/Common/Female/Medium/NormalWeight/Body/f_med_nrw_body'.
+ //
+ // This because the "f_med_nrw_body" skeletal mesh is the only one that creates
+ // correct retargeted animations for all types of MetaHuman characters, also if
+ // the target MetaHuman character is using a different configuration (!) (e.g.
+ // Male-Tall-OverWeight, not sure how this works behind the scenes at the moment).
+ // When try using a different skeletal mesh, also if matching the target character
+ // configuration, the final animated character has evident rigging problems.
+ // Forcing the user with the "f_med_nrw_body" option only, guarantees correct results
+ // (provided the user preserves the corresponding preview skeletal mesh configured
+ // by the plugin).
+ if (ReferenceSkeletonType == ETargetSkeletonType::ST_UE5_MANNEQUIN)
+ {
+ UEMannequinSkeletalMeshes = UEMannequinSkeletalMeshes.FilterByPredicate([](USkeletalMesh* S) {
+ const FString PathName = S->GetPathName();
+ return
+ !PathName.StartsWith("/Game/MetaHumans/", ESearchCase::IgnoreCase)
+ || FSoftObjectPath(PathName) == kMetaHumanDefaultSkeletalMesh_ObjectPath;
+ });
+ }
+#endif // MAR_IGNORE_UE5_MANNEQUIN
+
+ // Create the IKRetarget asset to retarget from Mixamo to the UE Mannequin.
+ UIKRetargeter* IKRetargeter_MixamoToUEMannequin = CreateIKRetargeter(
+ SkeletonBasePackagePath,
+ GetRetargeterName(Skeleton, ReferenceSkeleton),
+ MixamoRig,
+ UEMannequinRig,
+ UEMannequinToMixamo_ChainNamesMapping,
+ UEMannequin_SkipChains_ChainNames,
+ UEMannequin_DriveIKGoal_ChainNames,
+ UEMannequin_OneToOneFKRotationMode_ChainNames
+ );
+
+ // Retarget the base pose of the UE Mannequin skeletal meshes to match the Mixamo skeleton one.
+ // Only in the IK Retargeter asset, do not change the UE Mannueqin Skeletal Meshes.
+ const TArray> & UEMannequin_ParentChildBoneNamesToBypassOneChildConstraint = SelectBySkeletonType(ReferenceSkeletonType, UE4Mannequin_ParentChildBoneNamesToBypassOneChildConstraint, UE5Mannequin_ParentChildBoneNamesToBypassOneChildConstraint);
+ RetargetBasePose(
+ UEMannequinSkeletalMeshes,
+ Skeleton,
+ UEMannequin_PreserveComponentSpacePose_BoneNames,
+ UEMannequinToMixamo_BoneNamesMapping,
+ UEMannequin_ParentChildBoneNamesToBypassOneChildConstraint,
+ /*bApplyPoseToRetargetBasePose=*/false,
+ UIKRetargeterController::GetController(IKRetargeter_MixamoToUEMannequin)
+ );
+
+ /*
+ // Open a content browser showing the specified assets (technically all the content of the directories containing them...).
+
+ TArray ObjectsToSync;
+ ObjectsToSync.Add(IKRetargeter_UEMannequinToMixamo);
+ ObjectsToSync.Add(IKRetargeter_MixamoToUEMannequin);
+ ObjectsToSync.Add(MixamoRig);
+ ObjectsToSync.Add(UEMannequinRig);
+ GEditor->SyncBrowserToObjects(ObjectsToSync);
+ */
+
+ FMessageLog("LogMixamoToolkit").Info(FText::FromString(FString::Format(TEXT("Mixamo skeleton '{0}' retargeted successfully."),
+ { *Skeleton->GetName() })));
+}
+
+
+
+/// Return true if Skeleton has a bone named "root" and it's not at position 0; return false otherwise.
+bool FMixamoSkeletonRetargeter::HasFakeRootBone(const USkeleton* Skeleton) const
+{
+ check(Skeleton != nullptr);
+ const int32 rootBoneIndex = Skeleton->GetReferenceSkeleton().FindBoneIndex(RootBoneName);
+ return rootBoneIndex != INDEX_NONE && rootBoneIndex != 0;
+}
+
+
+
+/// Add the "root" bone to Skeleton and all its SkeletalMeshes.
+void FMixamoSkeletonRetargeter::AddRootBone(USkeleton* Skeleton, TArray SkeletalMeshes) const
+{
+ // Skip if the mesh has already a bone named "root".
+ if (Skeleton->GetReferenceSkeleton().FindBoneIndex(RootBoneName) != INDEX_NONE)
+ {
+ return;
+ }
+
+ //=== Add the root bone to all the Skeletal Meshes using Skeleton.
+ // We'll have to fix the Skeletal Meshes to account for the added root bone.
+
+ // When going out of scope, it'll re-register components with the scene.
+ TComponentReregisterContext ReregisterContext;
+
+ // Add the root bone to *all* skeletal meshes in SkeletalMeshes.
+ for (int iMesh = 0; iMesh < SkeletalMeshes.Num(); ++ iMesh)
+ {
+ USkeletalMesh * SkeletonMesh = SkeletalMeshes[iMesh];
+ ensure(SkeletonMesh != nullptr); // @TODO: manage the nullptr case.
+ check(SkeletonMesh->GetSkeleton() == Skeleton);
+
+ SkeletonMesh->Modify();
+
+ SkeletonMesh->ReleaseResources();
+ SkeletonMesh->ReleaseResourcesFence.Wait();
+
+ // Add the root bone to the skeletal mesh's reference skeleton.
+ AddRootBone(SkeletonMesh->GetSkeleton(), &SkeletonMesh->GetRefSkeleton());
+ // Fix-up bone transforms and reset RetargetBasePose.
+ SkeletonMesh->GetRetargetBasePose().Empty();
+ SkeletonMesh->CalculateInvRefMatrices(); // @BUG: UE4 Undo system fails to undo the CalculateInvRefMatrices() effect.
+
+ // As we added a new parent bone, fix "old" Skeletal Mesh indices.
+ uint32 LODIndex = 0;
+ for (FSkeletalMeshLODModel & LODModel : SkeletonMesh->GetImportedModel()->LODModels)
+ {
+ // == Fix the list of bones used by LODModel.
+
+ // Increase old ActiveBoneIndices by 1, to compensate the new root bone.
+ for (FBoneIndexType & i : LODModel.ActiveBoneIndices)
+ {
+ ++i;
+ }
+ // Add the new root bone to the ActiveBoneIndices.
+ LODModel.ActiveBoneIndices.Insert(0, 0);
+
+ // Increase old RequiredBones by 1, to compensate the new root bone.
+ for (FBoneIndexType & i : LODModel.RequiredBones)
+ {
+ ++i;
+ }
+ // Add the new root bone to the RequiredBones.
+ LODModel.RequiredBones.Insert(0, 0);
+
+ // Updated the bone references used by the SkinWeightProfiles
+ for (auto & Kvp : LODModel.SkinWeightProfiles)
+ {
+ FImportedSkinWeightProfileData & SkinWeightProfile = LODModel.SkinWeightProfiles.FindChecked(Kvp.Key);
+
+ // Increase old InfluenceBones by 1, to compensate the new root bone.
+ for (FRawSkinWeight & w : SkinWeightProfile.SkinWeights)
+ {
+ for (int i = 0; i < MAX_TOTAL_INFLUENCES; ++ i)
+ {
+ if (w.InfluenceWeights[i] > 0)
+ {
+ ++ w.InfluenceBones[i];
+ }
+ }
+ }
+
+ // Increase old BoneIndex by 1, to compensate the new root bone.
+ for (SkeletalMeshImportData::FVertInfluence & v: SkinWeightProfile.SourceModelInfluences)
+ {
+ if (v.Weight > 0)
+ {
+ ++ v.BoneIndex;
+ }
+ }
+ }
+
+ // == Fix the mesh LOD sections.
+
+ // Since UE4.24, newly imported Skeletal Mesh asset (UASSET) are serialized with additional data
+ // and are processed differently. On the post-edit change of the asset, the editor automatically
+ // re-builds all the sections starting from the stored raw mesh, if available.
+ // This is made to properly re-apply the reduction settings after changes.
+ // In this case, we must update the bones in the raw mesh and the editor will rebuild LODModel.Sections.
+ if (SkeletonMesh->IsLODImportedDataBuildAvailable(LODIndex) && !SkeletonMesh->IsLODImportedDataEmpty(LODIndex))
+ {
+ FSkeletalMeshImportData RawMesh;
+ SkeletonMesh->LoadLODImportedData(LODIndex, RawMesh);
+
+ // Increase old ParentIndex by 1, to compensate the new root bone.
+ int32 NumRootChildren = 0;
+ for (SkeletalMeshImportData::FBone & b : RawMesh.RefBonesBinary)
+ {
+ if (b.ParentIndex == INDEX_NONE)
+ {
+ NumRootChildren += b.NumChildren;
+ }
+ ++ b.ParentIndex;
+ }
+ // Add the new root bone to the RefBonesBinary.
+ check(NumRootChildren > 0);
+ const SkeletalMeshImportData::FJointPos NewRootPos = { FTransform3f::Identity, 1.f, 100.f, 100.f, 100.f };
+ const SkeletalMeshImportData::FBone NewRoot = { RootBoneName.ToString(), 0, NumRootChildren, INDEX_NONE, NewRootPos };
+ RawMesh.RefBonesBinary.Insert(NewRoot, 0);
+
+ // Increase old BoneIndex by 1, to compensate the new root bone.
+ // Influences stores the pairs (vertex, bone), no need to add new items.
+ for (SkeletalMeshImportData::FRawBoneInfluence & b : RawMesh.Influences)
+ {
+ ++ b.BoneIndex;
+ }
+
+ if (RawMesh.MorphTargets.Num() > 0)
+ {
+ FMessageLog("LogMixamoToolkit").Warning(FText::FromString(TEXT("MorphTargets are not supported.")));
+ }
+
+ if (RawMesh.AlternateInfluences.Num() > 0)
+ {
+ FMessageLog("LogMixamoToolkit").Warning(FText::FromString(TEXT("AlternateInfluences are not supported.")));
+ }
+
+ SkeletonMesh->SaveLODImportedData(LODIndex, RawMesh);
+ }
+ else
+ {
+ // For Skeletal Mesh assets (UASSET) using a pre-UE4.24 format (or missing the raw mesh data),
+ // we must manually update the LODModel.Sections to keep them synchronized with the new added root bone.
+ for (FSkelMeshSection & LODSection : LODModel.Sections)
+ {
+ // Increase old BoneMap indices by 1, to compensate the new root bone.
+ for (FBoneIndexType & i : LODSection.BoneMap)
+ {
+ ++i;
+ }
+ // No need to add the new root bone to BoneMap, as no vertices would use it.
+ //
+ // No need to update LODSection.SoftVertices[] items as FSoftSkinVertex::InfluenceBones
+ // contains indices over LODSection.BoneMap, that does't changed items positions.
+ }
+ }
+
+ ++LODIndex;
+ }
+
+ SkeletonMesh->PostEditChange();
+ SkeletonMesh->InitResources();
+
+ // Use the modified skeletal mesh to recreate the Skeleton bones structure, so it'll contains also the new root bone.
+ // NOTE: this would invalidate the animations.
+ Skeleton->Modify();
+ if (iMesh == 0)
+ {
+ // Use the first mesh to re-create the base bone tree...
+ Skeleton->RecreateBoneTree(SkeletonMesh);
+ }
+ else
+ {
+ // ...and then merge into Skeleton any new bone from SkeletonMesh.
+ Skeleton->MergeAllBonesToBoneTree(SkeletonMesh);
+ }
+ }
+}
+
+
+
+/**
+Add the "root" bone to a Skeletal Mesh's Reference Skeleton (RefSkeleton).
+RefSkeleton must be based on Skeleton.
+*/
+void FMixamoSkeletonRetargeter::AddRootBone(const USkeleton * Skeleton, FReferenceSkeleton * RefSkeleton) const
+{
+ check(Skeleton != nullptr);
+ check(RefSkeleton != nullptr);
+ checkf(RefSkeleton->FindBoneIndex(RootBoneName) == INDEX_NONE, TEXT("The reference skeleton has already a \"root\" bone."));
+
+ //=== Create a new FReferenceSkeleton with the root bone added.
+ FReferenceSkeleton NewRefSkeleton;
+ {
+ // Destructor rebuilds the ref-skeleton.
+ FReferenceSkeletonModifier RefSkeletonModifier(NewRefSkeleton, Skeleton);
+
+ // Add the new root bone.
+ const FMeshBoneInfo Root(RootBoneName, RootBoneName.ToString(), INDEX_NONE);
+ RefSkeletonModifier.Add(Root, FTransform::Identity);
+
+ // Copy and update existing bones indexes to get rid of the added root bone.
+ for (int32 i = 0; i < RefSkeleton->GetRawBoneNum(); ++i)
+ {
+ FMeshBoneInfo info = RefSkeleton->GetRawRefBoneInfo()[i];
+ info.ParentIndex += 1;
+ const FTransform & pose = RefSkeleton->GetRawRefBonePose()[i];
+ RefSkeletonModifier.Add(info, pose);
+ }
+ }
+
+ // Set the new Reference Skeleton.
+ *RefSkeleton = NewRefSkeleton;
+}
+
+
+
+/**
+Setup the "Translation Retargeting" options for Skeleton (that is expected to be a Mixamo skeleton).
+
+This options are used by Unreal Engine to retarget animations using Skeleton
+(and NOT to retarget animations using a different skeleton asset, this is done considering the retargeting pose instead).
+The reason is that skeletal meshes using the same skeleton can have different sizes and proportions,
+these options allow Unreal Engine to adapt an animation authored for a specific skeletal mesh to
+a skeletal mesh with different proportions (but based on the same skeleton).
+
+See:
+- https://docs.unrealengine.com/latest/INT/Engine/Animation/AnimationRetargeting/index.html#settingupretargeting
+- https://docs.unrealengine.com/latest/INT/Engine/Animation/RetargetingDifferentSkeletons/#retargetingadjustments
+- https://docs.unrealengine.com/latest/INT/Engine/Animation/AnimHowTo/Retargeting/index.html#retargetingusingthesameskeleton
+*/
+void FMixamoSkeletonRetargeter::SetupTranslationRetargetingModes(USkeleton* Skeleton) const
+{
+ check(Skeleton != nullptr);
+
+ const FReferenceSkeleton & RefSkeleton = Skeleton->GetReferenceSkeleton();
+ Skeleton->Modify();
+
+ // Convert all bones, starting from the root one, to "Skeleton".
+ // This will ensure that all bones use the skeleton's static translation.
+ const int32 RootIndex = 0;
+#ifndef MAR_ADDROOTBONE_DISABLE_
+ checkf(RefSkeleton.FindBoneIndex(RootBoneName) == RootIndex, TEXT("Root bone at index 0"));
+#endif
+ Skeleton->SetBoneTranslationRetargetingMode(RootIndex, EBoneTranslationRetargetingMode::Skeleton, true);
+ // Set the Pelvis bone (in Mixamo it's called "Hips") to AnimationScaled.
+ // This will make sure that the bone sits at the right height and is still animated.
+ const int32 PelvisIndex = RefSkeleton.FindBoneIndex(TEXT("Hips"));
+ if (PelvisIndex != INDEX_NONE)
+ {
+ Skeleton->SetBoneTranslationRetargetingMode(PelvisIndex, EBoneTranslationRetargetingMode::AnimationScaled);
+ }
+ // Find the Root bone, any IK bones, any Weapon bones you may be using or other marker-style bones and set them to Animation.
+ // This will make sure that bone's translation comes from the animation data itself and is unchanged.
+ // @TODO: do it for IK bones.
+ Skeleton->SetBoneTranslationRetargetingMode(RootIndex, EBoneTranslationRetargetingMode::Animation);
+}
+
+
+
+/**
+Configure the "retarget pose" of SkeletalMeshes to match the "reference pose" of ReferenceSkeleton.
+
+This is the pose needed by Unreal Engine to properly retarget animations involving different skeletons.
+Animations are handled as additive bone transformations respect to the base pose of the skeletal mesh
+for which they have been authored.
+
+The new "retarget base pose" is then stored/applied accordingly to the inputs.
+
+@param SkeletalMeshes Skeletal Meshes for which a "retarget pose" must be configured.
+@param ReferenceSkeleton The skeleton with the "reference pose" that must be matched.
+ Here we use the term "reference" to indicate the skeleton we want to match,
+ do not confuse it with the "reference skeleton" term used by Unreal Engine to indicate the actual
+ and concrete skeleton used by a Skeletal Mesh or Skeleton asset.
+@param PreserveCSBonesNames The bone names, in SkeletalMeshes's reference skeletons, that must preserve their Component Space transform.
+@param ParentChildBoneNamesToBypassOneChildConstraint A set of parent-child bone names (in SkeletalMeshes's reference skeletons) that must be forcefully oriented regardless of
+ the children number of the parent bone.
+@param EditToReference_BoneNamesMapping Mapping of bone names from the edited skeleton (ie. from SkeletalMeshes's reference skeletons) to
+ ReferenceSkeleton
+@param bApplyPoseToRetargetBasePose If true, the computed "retarget pose" is applied to the "Retarget Base Pose" of the processed Skeletal Mesh.
+@param Controller The IK Retargeter Controller to use to store the computed "retarget poses" in the processed Skeletal Mesh. Can be nullptr.
+*/
+void FMixamoSkeletonRetargeter::RetargetBasePose(
+ TArray SkeletalMeshes,
+ const USkeleton * ReferenceSkeleton,
+ const TArray& PreserveCSBonesNames,
+ const FStaticNamesMapper & EditToReference_BoneNamesMapping,
+ const TArray>& ParentChildBoneNamesToBypassOneChildConstraint,
+ bool bApplyPoseToRetargetBasePose,
+ UIKRetargeterController* Controller
+) const
+{
+ check(ReferenceSkeleton != nullptr);
+ check(Controller);
+ checkf(bApplyPoseToRetargetBasePose || Controller != nullptr, TEXT("Computed retarget pose must be saved/applied somewhere"));
+
+ // @NOTE: UE4 mannequin skeleton must have same pose & proportions as of its skeletal mesh.
+ FSkeletonPoser poser(ReferenceSkeleton, ReferenceSkeleton->GetReferenceSkeleton().GetRefBonePose());
+
+ // Retarget all Skeletal Meshes using Skeleton.
+ for (USkeletalMesh * Mesh : SkeletalMeshes)
+ {
+ Controller->AddRetargetPose(Mesh->GetFName(), nullptr, ERetargetSourceOrTarget::Target);
+
+ // Some of Mixamo's bones need a different rotation respect to UE4 mannequin reference pose.
+ // An analytics solution would be preferred, but (for now) preserving the CS pose of their
+ // children bones works quite well.
+ TArray MeshBonePose;
+ poser.PoseBasedOnMappedBoneNames(Mesh,
+ PreserveCSBonesNames,
+ EditToReference_BoneNamesMapping,
+ ParentChildBoneNamesToBypassOneChildConstraint,
+ MeshBonePose);
+
+ if (bApplyPoseToRetargetBasePose)
+ {
+ FSkeletonPoser::ApplyPoseToRetargetBasePose(Mesh, MeshBonePose);
+ }
+ if (Controller != nullptr)
+ {
+ FSkeletonPoser::ApplyPoseToIKRetargetPose(Mesh, Controller, MeshBonePose);
+ }
+
+ //@todo Add IK bones if possible.
+ }
+
+ // Ensure the Controller is set with the pose of the rendered preview mesh.
+ if (Controller != nullptr)
+ {
+ if (USkeletalMesh* PreviewMesh = Controller->GetPreviewMesh(ERetargetSourceOrTarget::Target))
+ {
+ Controller->SetCurrentRetargetPose(PreviewMesh->GetFName(), ERetargetSourceOrTarget::Target);
+ }
+ else
+ {
+ Controller->SetCurrentRetargetPose(Controller->GetAsset()->GetDefaultPoseName(), ERetargetSourceOrTarget::Target);
+ }
+ }
+}
+
+
+
+/**
+Ask to the user the Skeleton to use as "reference" for the retargeting.
+
+I.e. the one to which we want to retarget the currently processed skeleton.
+*/
+USkeleton * FMixamoSkeletonRetargeter::AskUserForTargetSkeleton() const
+{
+ TSharedRef WidgetWindow = SNew(SWindow)
+ .Title(LOCTEXT("FMixamoSkeletonRetargeter_AskUserForTargetSkeleton_WindowTitle", "Select retargeting skeleton"))
+ .ClientSize(FVector2D(500, 600))
+ .SupportsMinimize(false)
+ .SupportsMaximize(false)
+ .HasCloseButton(false);
+
+ TSharedRef RiggedSkeletonPicker = SNew(SRiggedSkeletonPicker)
+ .Title(LOCTEXT("FMixamoSkeletonRetargeter_AskUserForTargetSkeleton_Title", "Select a Skeleton asset to use as retarget source."))
+ .Description(LOCTEXT("FMixamoSkeletonRetargeter_AskUserForTargetSkeleton_Description", "For optimal results, it should be the standard Unreal Engine mannequin skeleton."))
+ .OnShouldFilterAsset(SRiggedSkeletonPicker::FOnShouldFilterAsset::CreateRaw(this, &FMixamoSkeletonRetargeter::OnShouldFilterNonUEMannequinSkeletonAsset));
+
+ WidgetWindow->SetContent(RiggedSkeletonPicker);
+ GEditor->EditorAddModalWindow(WidgetWindow);
+
+ return RiggedSkeletonPicker->GetSelectedSkeleton();
+}
+
+
+bool FMixamoSkeletonRetargeter::AskUserOverridingAssetsConfirmation(const TArray& AssetsToOverwrite) const
+{
+ TSharedRef WidgetWindow = SNew(SWindow)
+ .Title(LOCTEXT("FMixamoSkeletonRetargeter_AskUserOverridingAssetsConfirmation_WindowTitle", "Overwrite confirmation"))
+ .ClientSize(FVector2D(400, 450))
+ .SupportsMinimize(false)
+ .SupportsMaximize(false)
+ .HasCloseButton(false);
+
+ TSharedRef ConfirmationDialog
+ = SNew(SOverridingAssetsConfirmationDialog)
+ .AssetsToOverwrite(AssetsToOverwrite);
+
+ WidgetWindow->SetContent(ConfirmationDialog);
+ GEditor->EditorAddModalWindow(WidgetWindow);
+
+ return ConfirmationDialog->HasConfirmed();
+}
+
+
+/// Return the FAssetData of all the skeletal meshes based on Skeleton.
+void FMixamoSkeletonRetargeter::GetAllSkeletalMeshesUsingSkeleton(const USkeleton * Skeleton, TArray & SkeletalMeshes) const
+{
+ SkeletalMeshes.Empty();
+
+ FARFilter Filter;
+ Filter.ClassPaths.Add(USkeletalMesh::StaticClass()->GetClassPathName());
+ Filter.bRecursiveClasses = true;
+ const FString SkeletonString = FAssetData(Skeleton).GetExportTextName();
+ Filter.TagsAndValues.Add(USkeletalMesh::GetSkeletonMemberName(), SkeletonString);
+ FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked(TEXT("AssetRegistry"));
+ AssetRegistryModule.Get().GetAssets(Filter, SkeletalMeshes);
+}
+
+
+
+/**
+Return the Skeletal Mesh assets of all the skeletal meshes based on Skeleton.
+
+This will load all the returned Skeletal Meshes.
+*/
+void FMixamoSkeletonRetargeter::GetAllSkeletalMeshesUsingSkeleton(const USkeleton* Skeleton, TArray& SkeletalMeshes) const
+{
+ TArray Assets;
+ GetAllSkeletalMeshesUsingSkeleton(Skeleton, Assets);
+ SkeletalMeshes.Reset(Assets.Num());
+ for (FAssetData& Asset : Assets)
+ {
+ // This will load the asset if needed.
+ SkeletalMeshes.Emplace(CastChecked(Asset.GetAsset()));
+ }
+}
+
+
+
+/// If Skeleton doesn't already have a Preview Mesh, then set it to PreviewMesh.
+void FMixamoSkeletonRetargeter::SetPreviewMesh(USkeleton * Skeleton, USkeletalMesh * PreviewMesh) const
+{
+ check(Skeleton != nullptr);
+
+ if (Skeleton->GetPreviewMesh() == nullptr && PreviewMesh != nullptr)
+ Skeleton->SetPreviewMesh(PreviewMesh);
+}
+
+
+
+void FMixamoSkeletonRetargeter::EnumerateAssetsToOverwrite(const USkeleton* Skeleton, const USkeleton* ReferenceSkeleton, TArray& AssetsToOverride) const
+{
+ auto AddIfExists = [&AssetsToOverride](const FString& PackagePath, const FString& AssetName)
+ {
+ const FString LongPackageName = PackagePath / AssetName;
+
+ UObject* Package = StaticFindObject(UObject::StaticClass(), nullptr, *LongPackageName);
+
+ if (!Package)
+ {
+ Package = LoadPackage(nullptr, *LongPackageName, LOAD_NoWarn);
+ }
+
+ if (Package)
+ {
+ if (UObject* Obj = FindObject(Package, *AssetName))
+ {
+ AssetsToOverride.AddUnique(Obj);
+ }
+ }
+ };
+
+ {
+ const FString PackagePath = FPackageName::GetLongPackagePath(Skeleton->GetPackage()->GetName());
+ AddIfExists(PackagePath, GetRigName(Skeleton));
+ }
+ {
+ const FString PackagePath = FPackageName::GetLongPackagePath(ReferenceSkeleton->GetPackage()->GetName());
+ AddIfExists(PackagePath, GetRigName(ReferenceSkeleton));
+ }
+ {
+ const FString PackagePath = FPackageName::GetLongPackagePath(Skeleton->GetPackage()->GetName());
+ AddIfExists(PackagePath, GetRetargeterName(Skeleton, ReferenceSkeleton));
+ }
+ {
+ const FString PackagePath = FPackageName::GetLongPackagePath(Skeleton->GetPackage()->GetName());
+ AddIfExists(PackagePath, GetRetargeterName(ReferenceSkeleton, Skeleton));
+ }
+}
+
+
+
+/**
+Create an IK Rig asset for Skeleton (it's Preview Mesh).
+*/
+UIKRigDefinition* FMixamoSkeletonRetargeter::CreateIKRig(
+ const FString & PackagePath,
+ const FString & AssetName,
+ const USkeleton* Skeleton
+) const
+{
+ check(Skeleton);
+
+ const FString LongPackageName = PackagePath / AssetName;
+ UPackage* Package = UPackageTools::FindOrCreatePackageForAssetType(FName(*LongPackageName), UIKRigDefinition::StaticClass());
+ check(Package);
+
+ UIKRigDefinition* IKRig = NewObject(Package, FName(*AssetName), RF_Standalone | RF_Public | RF_Transactional);
+
+ // Notify the asset registry
+ FAssetRegistryModule::AssetCreated(IKRig);
+ // Mark the package dirty...
+ Package->MarkPackageDirty();
+
+ // imports the skeleton data into the IK Rig
+ UIKRigController* Controller = UIKRigController::GetIKRigController(IKRig);
+ USkeletalMesh* SM = Skeleton->GetPreviewMesh();
+ check(SM != nullptr);
+ Controller->SetSkeletalMesh(SM);
+
+ return IKRig;
+}
+
+
+
+/**
+Create an IK Rig asset for a Mixamo Skeleton (it's Preview Mesh).
+*/
+UIKRigDefinition* FMixamoSkeletonRetargeter::CreateMixamoIKRig(const USkeleton* Skeleton) const
+{
+ check(Skeleton);
+
+ const FString PackagePath = FPackageName::GetLongPackagePath(Skeleton->GetPackage()->GetName());
+ UIKRigDefinition* IKRig = CreateIKRig(PackagePath, GetRigName(Skeleton), Skeleton);
+
+ // imports the skeleton data into the IK Rig
+ UIKRigController* Controller = UIKRigController::GetIKRigController(IKRig);
+ USkeletalMesh* SM = Skeleton->GetPreviewMesh();
+ check(SM != nullptr);
+ Controller->SetSkeletalMesh(SM);
+
+ static const FName RetargetRootBone(TEXT("Hips"));
+
+#ifndef MAR_IKRETARGETER_ADVANCED_CHAINS_DISABLE_
+
+ Controller->AddRetargetChain(FBoneChain(TEXT("Root"), TEXT("root"), TEXT("root")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("Spine"), TEXT("Spine"), TEXT("Spine2")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("Head"), TEXT("Neck"), TEXT("head")));
+ static const FName LeftClavicleChainName(TEXT("LeftClavicle"));
+ Controller->AddRetargetChain(FBoneChain(LeftClavicleChainName, TEXT("LeftShoulder"), TEXT("LeftShoulder")));
+ static const FName LeftArmChainName(TEXT("LeftArm"));
+ static const FName LeftHandBoneName(TEXT("LeftHand"));
+ Controller->AddRetargetChain(FBoneChain(LeftArmChainName, TEXT("LeftArm"), LeftHandBoneName));
+ static const FName RightClavicleChainName(TEXT("RightClavicle"));
+ Controller->AddRetargetChain(FBoneChain(RightClavicleChainName, TEXT("RightShoulder"), TEXT("RightShoulder")));
+ static const FName RightArmChainName(TEXT("RightArm"));
+ static const FName RightHandBoneName(TEXT("RightHand"));
+ Controller->AddRetargetChain(FBoneChain(RightArmChainName, TEXT("RightArm"), RightHandBoneName));
+ static const FName LeftLegChainName(TEXT("LeftLeg"));
+ static const FName LeftToeBaseBoneName(TEXT("LeftToeBase"));
+ Controller->AddRetargetChain(FBoneChain(LeftLegChainName, TEXT("LeftUpLeg"), LeftToeBaseBoneName));
+ static const FName RightLegChainName(TEXT("RightLeg"));
+ static const FName RightToeBaseBoneName(TEXT("RightToeBase"));
+ Controller->AddRetargetChain(FBoneChain(RightLegChainName, TEXT("RightUpLeg"), RightToeBaseBoneName));
+ Controller->AddRetargetChain(FBoneChain(TEXT("LeftIndex"), TEXT("LeftHandIndex1"), TEXT("LeftHandIndex3")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("RightIndex"), TEXT("RightHandIndex1"), TEXT("RightHandIndex3")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("LeftMiddle"), TEXT("LeftHandMiddle1"), TEXT("LeftHandMiddle3")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("RightMiddle"), TEXT("RightHandMiddle1"), TEXT("RightHandMiddle3")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("LeftPinky"), TEXT("LeftHandPinky1"), TEXT("LeftHandPinky3")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("RightPinky"), TEXT("RightHandPinky1"), TEXT("RightHandPinky3")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("LeftRing"), TEXT("LeftHandRing1"), TEXT("LeftHandRing3")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("RightRing"), TEXT("RightHandRing1"), TEXT("RightHandRing3")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("LeftThumb"), TEXT("LeftHandThumb1"), TEXT("LeftHandThumb3")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("RightThumb"), TEXT("RightHandThumb1"), TEXT("RightHandThumb3")));
+
+#ifndef MAR_IKRETARGETER_IKSOLVERS_DISABLE_
+
+ const int32 SolverIndex = Controller->AddSolver(UIKRigPBIKSolver::StaticClass());
+ UIKRigPBIKSolver* Solver = CastChecked(Controller->GetSolver(SolverIndex));
+ Solver->SetRootBone(RetargetRootBone);
+ Solver->RootBehavior = EPBIKRootBehavior::PinToInput;
+
+ // Hips bone settings
+ static const FName HipsBoneName(TEXT("Hips"));
+ Controller->AddBoneSetting(HipsBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* HipsBoneSettings = Cast(Controller->GetSettingsForBone(HipsBoneName, SolverIndex)))
+ {
+ HipsBoneSettings->RotationStiffness = 0.99f;
+ }
+
+ // Spine bone settings
+ static const FName SpineBoneName(TEXT("Spine"));
+ Controller->AddBoneSetting(SpineBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* SpineBoneSettings = Cast(Controller->GetSettingsForBone(SpineBoneName, SolverIndex)))
+ {
+ SpineBoneSettings->RotationStiffness = 0.7f;
+ }
+
+ // Spine1 bone settings
+ static const FName Spine1BoneName(TEXT("Spine1"));
+ Controller->AddBoneSetting(Spine1BoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* Spine1BoneSettings = Cast(Controller->GetSettingsForBone(Spine1BoneName, SolverIndex)))
+ {
+ Spine1BoneSettings->RotationStiffness = 0.8f;
+ }
+
+ // Spine2 bone settings
+ static const FName Spine2BoneName(TEXT("Spine2"));
+ Controller->AddBoneSetting(Spine2BoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* Spine2BoneSettings = Cast(Controller->GetSettingsForBone(Spine2BoneName, SolverIndex)))
+ {
+ Spine2BoneSettings->RotationStiffness = 0.95f;
+ }
+
+ // Left Shoulder bone settings
+ static const FName LeftShoulderBoneName(TEXT("LeftShoulder"));
+ Controller->AddBoneSetting(LeftShoulderBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* LeftShoulderBoneSettings = Cast(Controller->GetSettingsForBone(LeftShoulderBoneName, SolverIndex)))
+ {
+ LeftShoulderBoneSettings->RotationStiffness = 0.99f;
+ }
+
+ // Left Hand goal
+ static const FName LeftHandGoalName(TEXT("LeftHand_Goal"));
+ if (UIKRigEffectorGoal* LeftHandGoal = Controller->AddNewGoal(LeftHandGoalName, LeftHandBoneName))
+ {
+ LeftHandGoal->bExposePosition = true;
+ LeftHandGoal->bExposeRotation = true;
+ Controller->SetRetargetChainGoal(LeftArmChainName, LeftHandGoalName);
+ if (UIKRig_FBIKEffector* LeftHandGoalSettings = Cast(Controller->GetGoalSettingsForSolver(LeftHandGoalName, SolverIndex)))
+ {
+ LeftHandGoalSettings->PullChainAlpha = 0.f;
+ }
+ }
+
+ // Right Shoulder bone settings
+ static const FName RightShoulderBoneName(TEXT("RightShoulder"));
+ Controller->AddBoneSetting(RightShoulderBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* RightShoulderBoneSettings = Cast(Controller->GetSettingsForBone(RightShoulderBoneName, SolverIndex)))
+ {
+ RightShoulderBoneSettings->RotationStiffness = 0.99f;
+ }
+
+ // Right Hand goal
+ static const FName RightHandGoalName(TEXT("RightHand_Goal"));
+ if (UIKRigEffectorGoal* RightHandGoal = Controller->AddNewGoal(RightHandGoalName, RightHandBoneName))
+ {
+ RightHandGoal->bExposePosition = true;
+ RightHandGoal->bExposeRotation = true;
+ Controller->SetRetargetChainGoal(RightArmChainName, RightHandGoalName);
+ if (UIKRig_FBIKEffector* RightHandGoalSettings = Cast(Controller->GetGoalSettingsForSolver(RightHandGoalName, SolverIndex)))
+ {
+ RightHandGoalSettings->PullChainAlpha = 0.f;
+ }
+ }
+
+ // Left forearm settings
+ static const FName LeftForeArmBoneName(TEXT("LeftForeArm"));
+ Controller->AddBoneSetting(LeftForeArmBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* LeftForeArmBoneSettings = Cast(Controller->GetSettingsForBone(LeftForeArmBoneName, SolverIndex)))
+ {
+ ConfigureBonePreferredAnglesLocalToBS(
+ Skeleton,
+ LeftForeArmBoneSettings,
+ FName("LeftHand"),
+ { 0, -90, 0 },
+ FVector::UpVector
+ );
+ }
+
+ // Right forearm settings
+ static const FName RightForeArmBoneName(TEXT("RightForeArm"));
+ Controller->AddBoneSetting(RightForeArmBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* RightForeArmBoneSettings = Cast(Controller->GetSettingsForBone(RightForeArmBoneName, SolverIndex)))
+ {
+ ConfigureBonePreferredAnglesLocalToBS(
+ Skeleton,
+ RightForeArmBoneSettings,
+ FName("RightHand"),
+ { 0, 90, 0 },
+ FVector::UpVector
+ );
+ }
+
+ // Left Up Leg bone settings
+ static const FName LeftUpLegBoneName(TEXT("LeftUpLeg"));
+ Controller->AddBoneSetting(LeftUpLegBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* LeftUpLegBoneSettings = Cast(Controller->GetSettingsForBone(LeftUpLegBoneName, SolverIndex)))
+ {
+ ConfigureBonePreferredAnglesLocalToBS(
+ Skeleton,
+ LeftUpLegBoneSettings,
+ FName("LeftLeg"),
+ { 0, -90, 0 },
+ FVector::ForwardVector
+ );
+ }
+
+ // Left Leg bone settings
+ static const FName LeftLegBoneName(TEXT("LeftLeg"));
+ Controller->AddBoneSetting(LeftLegBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* LeftLegBoneSettings = Cast(Controller->GetSettingsForBone(LeftLegBoneName, SolverIndex)))
+ {
+ ConfigureBonePreferredAnglesLocalToBS(
+ Skeleton,
+ LeftLegBoneSettings,
+ FName("LeftFoot"),
+ { 0, 90, 0 },
+ FVector::ForwardVector
+ );
+ }
+
+ // Left Foot goal
+ static const FName LeftFootGoalName(TEXT("LeftFoot_Goal"));
+ if (UIKRigEffectorGoal* LeftFootGoal = Controller->AddNewGoal(LeftFootGoalName, LeftToeBaseBoneName))
+ {
+ LeftFootGoal->bExposePosition = true;
+ LeftFootGoal->bExposeRotation = true;
+ Controller->SetRetargetChainGoal(LeftLegChainName, LeftFootGoalName);
+ }
+
+ // Right Up Leg bone settings
+ static const FName RightUpLegBoneName(TEXT("RightUpLeg"));
+ Controller->AddBoneSetting(RightUpLegBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* RightUpLegBoneSettings = Cast(Controller->GetSettingsForBone(RightUpLegBoneName, SolverIndex)))
+ {
+ ConfigureBonePreferredAnglesLocalToBS(
+ Skeleton,
+ RightUpLegBoneSettings,
+ FName("RightLeg"),
+ { 0, -90, 0 },
+ FVector::ForwardVector
+ );
+ }
+
+ // Right Leg bone settings
+ static const FName RightLegBoneName(TEXT("RightLeg"));
+ Controller->AddBoneSetting(RightLegBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* RightLegBoneSettings = Cast(Controller->GetSettingsForBone(RightLegBoneName, SolverIndex)))
+ {
+ ConfigureBonePreferredAnglesLocalToBS(
+ Skeleton,
+ RightLegBoneSettings,
+ FName("RightFoot"),
+ { 0, 90, 0 },
+ FVector::ForwardVector
+ );
+ }
+
+ // Right Foot goal
+ static const FName RightFootGoalName(TEXT("RightFoot_Goal"));
+ if (UIKRigEffectorGoal* RightFootGoal = Controller->AddNewGoal(RightFootGoalName, RightToeBaseBoneName))
+ {
+ RightFootGoal->bExposePosition = true;
+ RightFootGoal->bExposeRotation = true;
+ Controller->SetRetargetChainGoal(RightLegChainName, RightFootGoalName);
+ }
+
+#endif // MAR_IKRETARGETER_IKSOLVERS_DISABLE_
+
+#else // MAR_IKRETARGETER_ADVANCED_CHAINS_DISABLE_
+
+ TArray BoneNames;
+ UE4MannequinToMixamo_BoneNamesMapping.GetDestination(BoneNames); // NOTE: it's ok as long as the UE5 version has the same destination bone names.
+ for (const FName& BoneName : BoneNames)
+ {
+ Controller->AddRetargetChain(FBoneChain(/*ChainName=*/BoneName, /*StartBoneName=*/BoneName, /*EndBoneName=*/BoneName));
+ }
+
+#endif // MAR_IKRETARGETER_ADVANCED_CHAINS_DISABLE_
+
+ Controller->SetRetargetRoot(RetargetRootBone);
+
+ return IKRig;
+}
+
+
+
+/**
+Create an IK Rig asset for a UE Mannequin Skeleton (it's Preview Mesh).
+*/
+UIKRigDefinition* FMixamoSkeletonRetargeter::CreateUEMannequinIKRig(
+ const USkeleton* Skeleton,
+ ETargetSkeletonType SkeletonType
+) const
+{
+ check(Skeleton != nullptr);
+
+ const FString PackagePath = FPackageName::GetLongPackagePath(Skeleton->GetPackage()->GetName());
+ UIKRigDefinition* IKRig = CreateIKRig(PackagePath, GetRigName(Skeleton), Skeleton);
+
+ // imports the skeleton data into the IK Rig
+ UIKRigController* Controller = UIKRigController::GetIKRigController(IKRig);
+ USkeletalMesh* SM = Skeleton->GetPreviewMesh();
+ check(SM != nullptr);
+ Controller->SetSkeletalMesh(SM);
+
+ static const FName RetargetRootBone(TEXT("pelvis"));
+
+ const bool bIsUE5Skeleton = SkeletonType == ETargetSkeletonType::ST_UE5_MANNEQUIN;
+
+#ifndef MAR_IKRETARGETER_ADVANCED_CHAINS_DISABLE_
+
+ Controller->AddRetargetChain(FBoneChain(TEXT("Root"), TEXT("root"), TEXT("root")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("Spine"), TEXT("spine_01"), SelectBySkeletonType(SkeletonType, TEXT("spine_03"), TEXT("spine_05"))));
+ Controller->AddRetargetChain(FBoneChain(TEXT("Head"), TEXT("neck_01"), TEXT("head")));
+ static const FName LeftClavicleChainName(TEXT("LeftClavicle"));
+ Controller->AddRetargetChain(FBoneChain(LeftClavicleChainName, TEXT("clavicle_l"), TEXT("clavicle_l")));
+ static const FName LeftArmChainName(TEXT("LeftArm"));
+ static const FName LeftHandBoneName(TEXT("hand_l"));
+ Controller->AddRetargetChain(FBoneChain(LeftArmChainName, TEXT("upperarm_l"), LeftHandBoneName));
+ static const FName RightClavicleChainName(TEXT("RightClavicle"));
+ Controller->AddRetargetChain(FBoneChain(RightClavicleChainName, TEXT("clavicle_r"), TEXT("clavicle_r")));
+ static const FName RightArmChainName(TEXT("RightArm"));
+ static const FName RightHandBoneName(TEXT("hand_r"));
+ Controller->AddRetargetChain(FBoneChain(RightArmChainName, TEXT("upperarm_r"), RightHandBoneName));
+ static const FName LeftLegChainName(TEXT("LeftLeg"));
+ static const FName LeftBallBoneName(TEXT("ball_l"));
+ Controller->AddRetargetChain(FBoneChain(TEXT("LeftLeg"), TEXT("thigh_l"), LeftBallBoneName));
+ static const FName RightLegChainName(TEXT("RightLeg"));
+ static const FName RightBallBoneName(TEXT("ball_r"));
+ Controller->AddRetargetChain(FBoneChain(RightLegChainName, TEXT("thigh_r"), RightBallBoneName));
+ Controller->AddRetargetChain(FBoneChain(TEXT("LeftIndex"), TEXT("index_01_l"), TEXT("index_03_l")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("RightIndex"), TEXT("index_01_r"), TEXT("index_03_r")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("LeftMiddle"), TEXT("middle_01_l"), TEXT("middle_03_l")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("RightMiddle"), TEXT("middle_01_r"), TEXT("middle_03_r")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("LeftPinky"), TEXT("pinky_01_l"), TEXT("pinky_03_l")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("RightPinky"), TEXT("pinky_01_r"), TEXT("pinky_03_r")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("LeftRing"), TEXT("ring_01_l"), TEXT("ring_03_l")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("RightRing"), TEXT("ring_01_r"), TEXT("ring_03_r")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("LeftThumb"), TEXT("thumb_01_l"), TEXT("thumb_03_l")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("RightThumb"), TEXT("thumb_01_r"), TEXT("thumb_03_r")));
+ if (bIsUE5Skeleton)
+ {
+ // If we don't add them (also if apparently useless), the IK Retargeter editor (UE5.0.2) wrongly processes the
+ // descendant bones hierarchy (see Issue #863): the metacarpal bones are not drawn in the editor and
+ // children bones have a wrong trasformation applied, resulting in a wrong pose of the fingers.
+ Controller->AddRetargetChain(FBoneChain(TEXT("LeftIndexMetacarpal"), TEXT("index_metacarpal_l"), TEXT("index_metacarpal_l")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("RightIndexMetacarpal"), TEXT("index_metacarpal_r"), TEXT("index_metacarpal_r")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("LeftMiddleMetacarpal"), TEXT("middle_metacarpal_l"), TEXT("middle_metacarpal_l")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("RightMiddleMetacarpal"), TEXT("middle_metacarpal_r"), TEXT("middle_metacarpal_r")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("LeftPinkyMetacarpal"), TEXT("pinky_metacarpal_l"), TEXT("pinky_metacarpal_l")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("RightPinkyMetacarpal"), TEXT("pinky_metacarpal_r"), TEXT("pinky_metacarpal_r")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("LeftRingMetacarpal"), TEXT("ring_metacarpal_l"), TEXT("ring_metacarpal_l")));
+ Controller->AddRetargetChain(FBoneChain(TEXT("RightRingMetacarpal"), TEXT("ring_metacarpal_r"), TEXT("ring_metacarpal_r")));
+ }
+ // NOTE: for ST_UE5_MANNEQUIN are missing: all *Twist*, *IK chains.
+
+#ifndef MAR_IKRETARGETER_IKSOLVERS_DISABLE_
+
+ const int32 SolverIndex = Controller->AddSolver(UIKRigPBIKSolver::StaticClass());
+ UIKRigPBIKSolver* Solver = CastChecked(Controller->GetSolver(SolverIndex));
+ Solver->SetRootBone(RetargetRootBone);
+ Solver->RootBehavior = EPBIKRootBehavior::PinToInput;
+
+ // Pelvis bone settings
+ static const FName PelvisBoneName(TEXT("pelvis"));
+ Controller->AddBoneSetting(PelvisBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* HipsBoneSettings = Cast(Controller->GetSettingsForBone(PelvisBoneName, SolverIndex)))
+ {
+ HipsBoneSettings->RotationStiffness = 1.0f;
+ }
+
+ // Spine_01 bone settings
+ static const FName Spine1BoneName(TEXT("spine_01"));
+ Controller->AddBoneSetting(Spine1BoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* Spine1BoneSettings = Cast(Controller->GetSettingsForBone(Spine1BoneName, SolverIndex)))
+ {
+ Spine1BoneSettings->RotationStiffness = SelectBySkeletonType(SkeletonType, 0.784f, 0.896f);
+ }
+
+ // Spine_02 bone settings
+ static const FName Spine2BoneName(TEXT("spine_02"));
+ Controller->AddBoneSetting(Spine2BoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* Spine2BoneSettings = Cast(Controller->GetSettingsForBone(Spine2BoneName, SolverIndex)))
+ {
+ Spine2BoneSettings->RotationStiffness = SelectBySkeletonType(SkeletonType, 0.928f, 0.936f);
+ }
+
+ // Spine_03 bone settings
+ static const FName Spine3BoneName(TEXT("spine_03"));
+ Controller->AddBoneSetting(Spine3BoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* Spine3BoneSettings = Cast(Controller->GetSettingsForBone(Spine3BoneName, SolverIndex)))
+ {
+ Spine3BoneSettings->RotationStiffness = 0.936f;
+ }
+
+ if (bIsUE5Skeleton)
+ {
+ // Spine_04 bone settings
+ static const FName Spine4BoneName(TEXT("spine_04"));
+ Controller->AddBoneSetting(Spine4BoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* Spine4BoneSettings = Cast(Controller->GetSettingsForBone(Spine4BoneName, SolverIndex)))
+ {
+ Spine4BoneSettings->RotationStiffness = 0.936f;
+ }
+
+ // Spine_05 bone settings
+ static const FName Spine5BoneName(TEXT("spine_05"));
+ Controller->AddBoneSetting(Spine5BoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* Spine5BoneSettings = Cast(Controller->GetSettingsForBone(Spine5BoneName, SolverIndex)))
+ {
+ Spine5BoneSettings->RotationStiffness = 0.936f;
+ }
+ }
+
+ // Clavicle Left bone settings
+ static const FName ClavicleLeftBoneName(TEXT("clavicle_l"));
+ Controller->AddBoneSetting(ClavicleLeftBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* ClavicleLeftBoneSettings = Cast(Controller->GetSettingsForBone(ClavicleLeftBoneName, SolverIndex)))
+ {
+ ClavicleLeftBoneSettings->RotationStiffness = 1.0f;
+ }
+
+ // Left Lower arm bone settings
+ static const FName LowerArmLeftBoneName(TEXT("lowerarm_l"));
+ Controller->AddBoneSetting(LowerArmLeftBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* LowerArmLeftBoneSettings = Cast(Controller->GetSettingsForBone(LowerArmLeftBoneName, SolverIndex)))
+ {
+ LowerArmLeftBoneSettings->bUsePreferredAngles = true;
+ LowerArmLeftBoneSettings->PreferredAngles = { 0, 0, 90 };
+ }
+
+ // Left Hand goal
+ static const FName LeftHandGoalName(TEXT("hand_l_Goal"));
+ if (UIKRigEffectorGoal* LeftHandGoal = Controller->AddNewGoal(LeftHandGoalName, LeftHandBoneName))
+ {
+ LeftHandGoal->bExposePosition = true;
+ LeftHandGoal->bExposeRotation = true;
+ Controller->SetRetargetChainGoal(LeftArmChainName, LeftHandGoalName);
+ if (UIKRig_FBIKEffector* LeftHandGoalSettings = Cast(Controller->GetGoalSettingsForSolver(LeftHandGoalName, SolverIndex)))
+ {
+ LeftHandGoalSettings->PullChainAlpha = 0.f;
+ }
+ }
+
+ // Clavicle Right bone settings
+ static const FName ClavicleRightBoneName(TEXT("clavicle_r"));
+ Controller->AddBoneSetting(ClavicleRightBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* ClavicleRightBoneSettings = Cast(Controller->GetSettingsForBone(ClavicleRightBoneName, SolverIndex)))
+ {
+ ClavicleRightBoneSettings->RotationStiffness = 1.0f;
+ }
+
+ // Right Lower arm bone settings
+ static const FName LowerArmRightBoneName(TEXT("lowerarm_r"));
+ Controller->AddBoneSetting(LowerArmRightBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* LowerArmRightBoneSettings = Cast(Controller->GetSettingsForBone(LowerArmRightBoneName, SolverIndex)))
+ {
+ LowerArmRightBoneSettings->bUsePreferredAngles = true;
+ LowerArmRightBoneSettings->PreferredAngles = { 0, 0, 90 };
+ }
+
+ // Right Hand goal
+ static const FName RightHandGoalName(TEXT("hand_r_Goal"));
+ if (UIKRigEffectorGoal* RightHandGoal = Controller->AddNewGoal(RightHandGoalName, RightHandBoneName))
+ {
+ RightHandGoal->bExposePosition = true;
+ RightHandGoal->bExposeRotation = true;
+ Controller->SetRetargetChainGoal(RightArmChainName, RightHandGoalName);
+ if (UIKRig_FBIKEffector* RightHandGoalSettings = Cast(Controller->GetGoalSettingsForSolver(RightHandGoalName, SolverIndex)))
+ {
+ RightHandGoalSettings->PullChainAlpha = 0.f;
+ }
+ }
+
+ // Left Leg bone settings
+ static const FName LeftLegBoneName(TEXT("calf_l"));
+ Controller->AddBoneSetting(LeftLegBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* LeftLegBoneSettings = Cast(Controller->GetSettingsForBone(LeftLegBoneName, SolverIndex)))
+ {
+ LeftLegBoneSettings->bUsePreferredAngles = true;
+ LeftLegBoneSettings->PreferredAngles = { 0, 0, 90 };
+ }
+
+ // Left Foot goal
+ static const FName LeftFootGoalName(TEXT("foot_l_Goal"));
+ if (UIKRigEffectorGoal* LeftFootGoal = Controller->AddNewGoal(LeftFootGoalName, LeftBallBoneName))
+ {
+ LeftFootGoal->bExposePosition = true;
+ LeftFootGoal->bExposeRotation = true;
+ Controller->SetRetargetChainGoal(LeftLegChainName, LeftFootGoalName);
+ }
+
+ // Right Leg bone settings
+ static const FName RightLegBoneName(TEXT("calf_r"));
+ Controller->AddBoneSetting(RightLegBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* RightLegBoneSettings = Cast(Controller->GetSettingsForBone(RightLegBoneName, SolverIndex)))
+ {
+ RightLegBoneSettings->bUsePreferredAngles = true;
+ RightLegBoneSettings->PreferredAngles = { 0, 0, 90 };
+ }
+
+ // Right Foot goal
+ static const FName RightFootGoalName(TEXT("foot_r_Goal"));
+ if (UIKRigEffectorGoal* RightFootGoal = Controller->AddNewGoal(RightFootGoalName, RightBallBoneName))
+ {
+ RightFootGoal->bExposePosition = true;
+ RightFootGoal->bExposeRotation = true;
+ Controller->SetRetargetChainGoal(RightLegChainName, RightFootGoalName);
+ }
+
+ // Left Thigh bone settings
+ static const FName LeftThighBoneName(TEXT("thigh_l"));
+ Controller->AddBoneSetting(LeftThighBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* LeftThighBoneSettings = Cast(Controller->GetSettingsForBone(LeftThighBoneName, SolverIndex)))
+ {
+ LeftThighBoneSettings->bUsePreferredAngles = true;
+ LeftThighBoneSettings->PreferredAngles = { 0, 0, -90 };
+ }
+
+ // Right Thigh bone settings
+ static const FName RightThighBoneName(TEXT("thigh_r"));
+ Controller->AddBoneSetting(RightThighBoneName, SolverIndex);
+ if (UIKRig_PBIKBoneSettings* RightThighBoneSettings = Cast(Controller->GetSettingsForBone(RightThighBoneName, SolverIndex)))
+ {
+ RightThighBoneSettings->bUsePreferredAngles = true;
+ RightThighBoneSettings->PreferredAngles = { 0, 0, -90 };
+ }
+
+#endif // MAR_IKRETARGETER_IKSOLVERS_DISABLE_
+
+#else // MAR_IKRETARGETER_ADVANCED_CHAINS_DISABLE_
+
+ TArray BoneNames;
+ const FStaticNamesMapper& UEMannequinToMixamo_BoneNamesMapping = SelectBySkeletonType(SkeletonType, UE4MannequinToMixamo_BoneNamesMapping, UE5MannequinToMixamo_BoneNamesMapping);
+ UEMannequinToMixamo_BoneNamesMapping.GetSource(BoneNames);
+ for (const FName& BoneName : BoneNames)
+ {
+ Controller->AddRetargetChain(FBoneChain(/*ChainName=*/BoneName, /*StartBoneName=*/BoneName, /*EndBoneName=*/BoneName));
+ }
+
+#endif // MAR_IKRETARGETER_ADVANCED_CHAINS_DISABLE_
+
+ Controller->SetRetargetRoot(RetargetRootBone);
+
+ return IKRig;
+}
+
+
+
+/**
+Create an IK Retargeter asset from Source Rig to Target Rig.
+
+@param TargetToSource_ChainNamesMapping Mapper of chain names from the TargetRig to the SourceRig.
+@param BoneChainsToSkip Set of IK Rig chain names (relative to TargetRig) for which a "retarget chain" must not be configured.
+@param TargetBoneChainsDriveIKGoalToSource Set of IK Rig chain names (relative to TargetRig) for which a the "Drive IK Goal" must be configured.
+*/
+UIKRetargeter* FMixamoSkeletonRetargeter::CreateIKRetargeter(
+ const FString & PackagePath,
+ const FString & AssetName,
+ UIKRigDefinition* SourceRig,
+ UIKRigDefinition* TargetRig,
+ const FStaticNamesMapper & TargetToSource_ChainNamesMapping,
+ const TArray & TargetBoneChainsToSkip,
+ const TArray & TargetBoneChainsDriveIKGoal,
+ const TArray& TargetBoneChainsOneToOneRotationMode
+) const
+{
+ /*
+ // Using the FAssetToolsModule (add AssetTools to Build.cs and #include "AssetToolsModule.h"):
+
+ FAssetToolsModule& AssetToolsModule = FAssetToolsModule::GetModule();
+ FString UniquePackageName;
+ FString UniqueAssetName;
+ AssetToolsModule.Get().CreateUniqueAssetName(PackagePath / AssetName, TEXT(""), UniquePackageName, UniqueAssetName);
+ const FString UniquePackagePath = FPackageName::GetLongPackagePath(UniquePackageName);
+
+ UIKRetargeter* Retargeter = CastChecked(AssetToolsModule.Get().CreateAsset(UniqueAssetName, UniquePackagePath, UIKRetargeter::StaticClass(), nullptr));
+ */
+
+ const FString LongPackageName = PackagePath / AssetName;
+ UPackage* Package = UPackageTools::FindOrCreatePackageForAssetType(FName(*LongPackageName), UIKRetargeter::StaticClass());
+ check(Package);
+
+ UIKRetargeter* Retargeter = NewObject(Package, FName(*AssetName), RF_Standalone | RF_Public | RF_Transactional);
+
+ // Notify the asset registry
+ FAssetRegistryModule::AssetCreated(Retargeter);
+ // Mark the package dirty...
+ Package->MarkPackageDirty();
+
+ UIKRetargeterController* Controller = UIKRetargeterController::GetController(Retargeter);
+ Controller->SetSourceIKRig(SourceRig);
+
+ // Controller->SetTargetIKRig(TargetRig) is BUGGED, do not set the TargetIKRig! Set it with reflection.
+ FObjectPropertyBase* TargetIKRigProperty = CastFieldChecked(
+ UIKRetargeter::StaticClass()->FindPropertyByName(UIKRetargeter::GetTargetIKRigPropertyName()));
+ if (ensure(TargetIKRigProperty))
+ {
+ void* ptr = TargetIKRigProperty->ContainerPtrToValuePtr(Retargeter);
+ check(ptr);
+ TargetIKRigProperty->SetObjectPropertyValue(ptr, TargetRig);
+ }
+
+ Controller->CleanChainMapping();
+ for (URetargetChainSettings* ChainMap : Controller->GetChainMappings())
+ {
+ // Check if we need to explicitly skip an existing bone chain.
+ if (TargetBoneChainsToSkip.Contains(ChainMap->TargetChain))
+ {
+ continue;
+ }
+ // Search the mapped bone name.
+ const FName SourceChainName = TargetToSource_ChainNamesMapping.MapName(ChainMap->TargetChain);
+ // Skip if the targte chain name is not mapped.
+ if (SourceChainName.IsNone())
+ {
+ continue;
+ }
+
+ // Add the Target->Source chain name association.
+ Controller->SetSourceChainForTargetChain(ChainMap, SourceChainName);
+
+ //= Configure the ChainMap settings
+
+ // this is needed for root motion
+ if (SourceChainName == FName("Root"))
+ {
+ ChainMap->Settings.FK.TranslationMode = ERetargetTranslationMode::GloballyScaled;
+ }
+
+#ifndef MAR_IKRETARGETER_IKSOLVERS_DISABLE_
+ // Configure the DriveIKGoal setting.
+ ChainMap->Settings.IK.EnableIK = TargetBoneChainsDriveIKGoal.Contains(ChainMap->TargetChain);
+
+ if (TargetBoneChainsOneToOneRotationMode.Contains(ChainMap->TargetChain))
+ {
+ ChainMap->Settings.FK.RotationMode = ERetargetRotationMode::OneToOne;
+ }
+#endif
+ }
+
+ return Retargeter;
+}
+
+
+#undef LOCTEXT_NAMESPACE
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoSkeletonRetargeter.h b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoSkeletonRetargeter.h
new file mode 100644
index 00000000..872160c0
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoSkeletonRetargeter.h
@@ -0,0 +1,105 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#pragma once
+
+#include "Engine/EngineTypes.h"
+
+#include "NamesMapper.h"
+
+
+
+class UIKRigDefinition;
+class UIKRetargeter;
+class USkeleton;
+class USkeletalMesh;
+struct FReferenceSkeleton;
+
+
+
+/**
+Type of the target skeleton when retargeting from a Mixamo skeleton.
+
+At the moment we assume that ST_UE5_MANNEQUIN can be used also for the MetaHuman skeleton,
+if needed we'll add a distinct ST_METAHUMAN value in future.
+*/
+enum class ETargetSkeletonType
+{
+ ST_UNKNOWN = 0,
+ ST_UE4_MANNEQUIN,
+ ST_UE5_MANNEQUIN,
+
+ ST_SIZE
+};
+
+
+
+/**
+Manage the retargeting of a Mixamo skeleton.
+
+Further info:
+- https://docs.unrealengine.com/latest/INT/Engine/Animation/Skeleton/
+- https://docs.unrealengine.com/latest/INT/Engine/Animation/AnimationRetargeting/index.html
+- https://docs.unrealengine.com/latest/INT/Engine/Animation/AnimHowTo/Retargeting/index.html
+- https://docs.unrealengine.com/latest/INT/Engine/Animation/RetargetingDifferentSkeletons/
+*/
+class FMixamoSkeletonRetargeter
+{
+public:
+ FMixamoSkeletonRetargeter();
+
+ void RetargetToUE4Mannequin(TArray Skeletons) const;
+ bool IsMixamoSkeleton(const USkeleton * Skeleton) const;
+
+private:
+ bool OnShouldFilterNonUEMannequinSkeletonAsset(const FAssetData& AssetData) const;
+ ETargetSkeletonType GetTargetSkeletonType(const USkeleton* Skeleton) const;
+ bool IsUEMannequinSkeleton(const USkeleton * Skeleton) const;
+ void Retarget(USkeleton* Skeleton, const USkeleton * ReferenceSkeleton, ETargetSkeletonType ReferenceSkeletonType) const;
+ bool HasFakeRootBone(const USkeleton* Skeleton) const;
+ void AddRootBone(USkeleton * Skeleton, TArray SkeletalMeshes) const;
+ void AddRootBone(const USkeleton * Skeleton, FReferenceSkeleton * RefSkeleton) const;
+ void SetupTranslationRetargetingModes(USkeleton* Skeleton) const;
+ void RetargetBasePose(
+ TArray SkeletalMeshes,
+ const USkeleton * ReferenceSkeleton,
+ const TArray& PreserveCSBonesNames,
+ const FStaticNamesMapper & EditToReference_BoneNamesMapping,
+ const TArray>& ParentChildBoneNamesToBypassOneChildConstraint,
+ bool bApplyPoseToRetargetBasePose,
+ class UIKRetargeterController* Controller
+ ) const;
+ USkeleton * AskUserForTargetSkeleton() const;
+ bool AskUserOverridingAssetsConfirmation(const TArray& AssetsToOverwrite) const;
+ /// Valid within a single method's stack space.
+ void GetAllSkeletalMeshesUsingSkeleton(const USkeleton * Skeleton, TArray & SkeletalMeshes) const;
+ void GetAllSkeletalMeshesUsingSkeleton(const USkeleton * Skeleton, TArray & SkeletalMeshes) const;
+ void SetPreviewMesh(USkeleton * Skeleton, USkeletalMesh * PreviewMesh) const;
+
+ void EnumerateAssetsToOverwrite(const USkeleton* Skeleton, const USkeleton* ReferenceSkeleton, TArray& AssetsToOverride) const;
+
+ UIKRigDefinition* CreateIKRig(
+ const FString & PackagePath,
+ const FString & AssetName,
+ const USkeleton* Skeleton
+ ) const;
+ UIKRigDefinition* CreateMixamoIKRig(const USkeleton* Skeleton) const;
+ UIKRigDefinition* CreateUEMannequinIKRig(const USkeleton* Skeleton, ETargetSkeletonType SkeletonType) const;
+ UIKRetargeter* CreateIKRetargeter(
+ const FString & PackagePath,
+ const FString & AssetName,
+ UIKRigDefinition* SourceRig,
+ UIKRigDefinition* TargetRig,
+ const FStaticNamesMapper & TargetToSource_ChainNamesMapping,
+ const TArray & TargetBoneChainsToSkip,
+ const TArray & TargetBoneChainsDriveIKGoal,
+ const TArray& TargetBoneChainsOneToOneRotationMode
+ ) const;
+
+private:
+ // UE4 Mannequin to Mixamo data.
+ const FStaticNamesMapper UE4MannequinToMixamo_BoneNamesMapping;
+ const FStaticNamesMapper UE4MannequinToMixamo_ChainNamesMapping;
+ // UE5/MetaHuman to Mixamo data.
+ const FStaticNamesMapper UE5MannequinToMixamo_BoneNamesMapping;
+ const FStaticNamesMapper UE5MannequinToMixamo_ChainNamesMapping;
+};
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitCommands.cpp b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitCommands.cpp
new file mode 100644
index 00000000..1f99e201
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitCommands.cpp
@@ -0,0 +1,33 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#include "MixamoToolkitCommands.h"
+#include "MixamoToolkitPrivatePCH.h"
+
+#include "MixamoToolkitStyle.h"
+
+#define LOCTEXT_NAMESPACE "FMixamoAnimationRetargetingModule"
+
+
+
+FMixamoToolkitCommands::FMixamoToolkitCommands()
+ : TCommands(
+ TEXT("MixamoAnimationRetargeting"), // Context name for fast lookup
+ NSLOCTEXT(LOCTEXT_NAMESPACE, "MixamoAnimationRetargetingCommands", "Mixamo Animation Retargeting Plugin"),
+ NAME_None, // Parent
+ FMixamoToolkitStyle::GetStyleSetName() // Icon Style Set
+ )
+{
+}
+
+
+
+void FMixamoToolkitCommands::RegisterCommands()
+{
+ //UI_COMMAND(OpenBatchConverterWindow, "Mixamo batch helper", "Open the batch helper for Mixamo assets", EUserInterfaceActionType::Button, FInputChord());
+ UI_COMMAND(RetargetMixamoSkeleton, "Retarget Mixamo Skeleton Asset", "Retarget Mixamo Skeleton Assets", EUserInterfaceActionType::Button, FInputChord());
+ UI_COMMAND(ExtractRootMotion, "Generate Root Motion Animations", "Generate Root Motion Animations", EUserInterfaceActionType::Button, FInputChord());
+}
+
+
+
+#undef LOCTEXT_NAMESPACE
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitCommands.h b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitCommands.h
new file mode 100644
index 00000000..117b961f
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitCommands.h
@@ -0,0 +1,21 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#pragma once
+
+#include "Framework/Commands/Commands.h"
+
+
+
+class FMixamoToolkitCommands : public TCommands
+{
+public:
+ FMixamoToolkitCommands();
+
+ // TCommands<> interface
+ virtual void RegisterCommands() override;
+
+public:
+ //TSharedPtr< FUICommandInfo > OpenBatchConverterWindow;
+ TSharedPtr< FUICommandInfo > RetargetMixamoSkeleton;
+ TSharedPtr< FUICommandInfo > ExtractRootMotion;
+};
\ No newline at end of file
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitEditorIntegration.cpp b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitEditorIntegration.cpp
new file mode 100644
index 00000000..09dc002b
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitEditorIntegration.cpp
@@ -0,0 +1,315 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#include "MixamoToolkitEditorIntegration.h"
+#include "MixamoToolkitPrivatePCH.h"
+
+#include "MixamoAnimationRootMotionSolver.h"
+
+#include "MixamoToolkitCommands.h"
+#include "MixamoToolkitStyle.h"
+
+#include "Animation/Skeleton.h"
+#include "Animation/AnimSequence.h"
+
+//#include "LevelEditor.h"
+#include "Editor/ContentBrowser/Public/ContentBrowserModule.h"
+#include "Framework/MultiBox/MultiBoxBuilder.h"
+
+
+
+#define LOCTEXT_NAMESPACE "FMixamoAnimationRetargetingModule"
+
+
+
+void FMixamoToolkitEditorIntegration::Register()
+{
+ // Register RetargetMixamoSkeleton action into the Content Browser contextual menu.
+ // The contextual menu is built at run-time using the specified delegate.
+ {
+ FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked("ContentBrowser");
+
+ TArray & CBMenuExtenderDelegates = ContentBrowserModule.GetAllAssetViewContextMenuExtenders();
+ CBMenuExtenderDelegates.Add(FContentBrowserMenuExtender_SelectedAssets::CreateSP(this, &FMixamoToolkitEditorIntegration::MakeContentBrowserContextMenuExtender));
+ }
+}
+
+
+
+void FMixamoToolkitEditorIntegration::Unregister()
+{
+}
+
+
+
+FText FMixamoToolkitEditorIntegration::TooltipGetter_RetargetMixamoSkeletons() const
+{
+ TSharedRef< FUICommandInfo > cmd = FMixamoToolkitCommands::Get().RetargetMixamoSkeleton.ToSharedRef();
+
+ if (CanExecuteAction_RetargetMixamoSkeletons())
+ {
+ return cmd->GetDescription();
+ }
+ else
+ {
+ return FText::FromString(TEXT("WARNING: Retargeting is disabled because the selected asset is not recognized as a valid Mixamo skeleton.\n"
+ "Please read the documentation at https://www.unamedia.com/ue5-mixamo/docs/import-mixamo-character-in-ue5/#wrong_bones to solve the issue."));
+ }
+}
+
+
+
+FText FMixamoToolkitEditorIntegration::TooltipGetter_ExtractRootMotion() const
+{
+ TSharedRef< FUICommandInfo > cmd = FMixamoToolkitCommands::Get().ExtractRootMotion.ToSharedRef();
+
+ if (CanExecuteAction_ExtractRootMotion())
+ {
+ return cmd->GetDescription();
+ }
+ else
+ {
+ if (ContentBrowserSelectedAssets.Num() > 1)
+ {
+ return FText::FromString(TEXT("WARNING: Root motion extraction is disabled because you must select one skeleton at time."));
+ }
+ else
+ {
+ return FText::FromString(TEXT("WARNING: Root motion extraction is disabled because the selected asset was not retargeted first."));
+ }
+ }
+}
+
+
+
+/*
+### LEGAL NOTICE ###
+### WARNING ### WARNING ### WARNING ### WARNING ### WARNING ###
+
+No changes to the code of this method are permitted, including any changes to other code that alter its intended execution.
+Authors and organizations of any modifications and/or users and organizations using unauthorized modifications are considered to be in violation of the license terms.
+For any need to customize this method you can contact UNAmedia.
+
+### WARNING ### WARNING ### WARNING ### WARNING ### WARNING ###
+*/
+void FMixamoToolkitEditorIntegration::ExecuteChecked(TFunction AuthorizedCallback) const
+{
+ static const FText PluginFriendlyName = LOCTEXT("FMixamoToolkitEditorIntegration_PluginFriendlyName", "Mixamo Animation Retargeting 2");
+ AuthorizedCallback();
+}
+
+
+
+/** Run the RetargetMixamoSkeleton action on the passed assets. */
+void FMixamoToolkitEditorIntegration::ExecuteAction_RetargetMixamoSkeletons() const
+{
+ // Get all USkeleton objects to process.
+ TArray Skeletons;
+ for (const FAssetData& Asset : ContentBrowserSelectedAssets)
+ {
+ if (CanExecuteAction_RetargetMixamoSkeleton(Asset))
+ {
+ USkeleton * o = CastChecked (Asset.GetAsset());
+ if (o != nullptr)
+ {
+ Skeletons.Add(o);
+ }
+ }
+ }
+
+ const int32 NumOfWarningsBeforeRetargeting
+ = FMessageLog("LogMixamoToolkit").NumMessages(EMessageSeverity::Warning);
+
+ FMixamoAnimationRetargetingModule::Get().GetMixamoSkeletonRetargeter()->RetargetToUE4Mannequin(Skeletons);
+
+ // check if we have to open the message log window.
+ if (FMessageLog("LogMixamoToolkit").NumMessages(EMessageSeverity::Warning) != NumOfWarningsBeforeRetargeting)
+ {
+ FMessageLog("LogMixamoToolkit").Open(EMessageSeverity::Warning);
+ }
+}
+
+
+
+/** Returns if the RetargetMixamoSkeleton action can run. */
+bool FMixamoToolkitEditorIntegration::CanExecuteAction_RetargetMixamoSkeleton(const FAssetData & Asset) const
+{
+ // Check the asset type.
+ if (Asset.AssetClassPath != USkeleton::StaticClass()->GetClassPathName())
+ {
+ return false;
+ }
+ // Check the asset content.
+ // NOTE: this will load the asset if needed.
+ if (!FMixamoAnimationRetargetingModule::Get().GetMixamoSkeletonRetargeter()->IsMixamoSkeleton(Cast (Asset.GetAsset())))
+ {
+ return false;
+ }
+
+ return true;
+}
+
+
+
+/** Returns if the RetargetMixamoSkeleton action can run on selected assets (editor will gray-out it otherwise). */
+bool FMixamoToolkitEditorIntegration::CanExecuteAction_RetargetMixamoSkeletons() const
+{
+ // Return true if any of SelectedAssets can be processed.
+ return ContentBrowserSelectedAssets.ContainsByPredicate(
+ [this](const FAssetData & asset)
+ {
+ return CanExecuteAction_RetargetMixamoSkeleton(asset);
+ }
+ );
+}
+
+
+
+void FMixamoToolkitEditorIntegration::ExecuteAction_ExtractRootMotion() const
+{
+ // Get all USkeleton objects to process.
+ USkeleton * Skeleton(nullptr);
+ for (const FAssetData& Asset : ContentBrowserSelectedAssets)
+ {
+ if (CanExecuteAction_ExtractRootMotion(Asset))
+ {
+ USkeleton * o = CastChecked(Asset.GetAsset());
+ if (o != nullptr)
+ {
+ Skeleton = o;
+ break;
+ }
+ }
+ }
+
+ const int32 NumOfWarningsBeforeRetargeting
+ = FMessageLog("LogMixamoToolkit").NumMessages(EMessageSeverity::Warning);
+
+ FMixamoAnimationRetargetingModule::Get().GetMixamoAnimationRootMotionSolver()->LaunchProcedureFlow(Skeleton);
+
+ // check if we have to open the message log window.
+ if (FMessageLog("LogMixamoToolkit").NumMessages(EMessageSeverity::Warning) != NumOfWarningsBeforeRetargeting)
+ {
+ FMessageLog("LogMixamoToolkit").Open(EMessageSeverity::Warning);
+ }
+}
+
+
+
+bool FMixamoToolkitEditorIntegration::CanExecuteAction_ExtractRootMotion(const FAssetData & Asset) const
+{
+ // Check the asset type.
+ if (Asset.AssetClassPath != USkeleton::StaticClass()->GetClassPathName())
+ {
+ return false;
+ }
+
+ USkeleton* Skeleton = Cast(Asset.GetAsset());
+ return FMixamoAnimationRetargetingModule::Get().GetMixamoAnimationRootMotionSolver()->CanExecuteProcedure(Skeleton);
+}
+
+
+
+bool FMixamoToolkitEditorIntegration::CanExecuteAction_ExtractRootMotion() const
+{
+ if (ContentBrowserSelectedAssets.Num() != 1)
+ return false;
+
+ // Return true if any of SelectedAssets can be processed.
+ return ContentBrowserSelectedAssets.ContainsByPredicate(
+ [this](const FAssetData & asset)
+ {
+ return CanExecuteAction_ExtractRootMotion(asset);
+ }
+ );
+}
+
+
+
+/** Called when the ContentBrowser asks for extenders on selected assets. */
+TSharedRef FMixamoToolkitEditorIntegration::MakeContentBrowserContextMenuExtender(const TArray & NewSelectedAssets)
+{
+ ContentBrowserSelectedAssets = NewSelectedAssets;
+
+ TSharedRef Extender(new FExtender());
+
+ // Enable the action on supported asset types, use CanExecuteAction_RetargetMixamoSkeleton() to check later
+ // if the asset object can be affected.
+ bool bAnySupportedAssets = false;
+ for (const FAssetData& Asset: ContentBrowserSelectedAssets)
+ {
+ bAnySupportedAssets = bAnySupportedAssets || (Asset.AssetClassPath == USkeleton::StaticClass()->GetClassPathName());
+ }
+
+ if (bAnySupportedAssets)
+ {
+ // Add the actions to the extender
+ Extender->AddMenuExtension(
+ "GetAssetActions",
+ EExtensionHook::After,
+ PluginCommands,
+ // To use an intermediary sub-menu: FMenuExtensionDelegate::CreateSP(this, &FMixamoToolkitEditorIntegration::AddContentBrowserContextSubMenu)
+ FMenuExtensionDelegate::CreateSP(this, &FMixamoToolkitEditorIntegration::AddContentBrowserContextMenuEntries)
+ );
+ }
+
+ return Extender;
+}
+
+
+
+void FMixamoToolkitEditorIntegration::AddContentBrowserContextSubMenu(class FMenuBuilder& MenuBuilder) const
+{
+ // Add the submenu only if we can execute some actions.
+ if (!CanExecuteAction_RetargetMixamoSkeletons())
+ {
+ return;
+ }
+
+ MenuBuilder.AddSubMenu(
+ LOCTEXT("FMixamoToolkitEditorIntegration_ContentBrowser_SubMenuLabel", "Mixamo Asset Actions"),
+ LOCTEXT("FMixamoToolkitEditorIntegration_ContentBrowser_SubMenuToolTip", "Other Mixamo Asset Actions"),
+ FNewMenuDelegate::CreateSP(this, &FMixamoToolkitEditorIntegration::AddContentBrowserContextMenuEntries),
+ FUIAction(),
+ NAME_None, // InExtensionHook
+ EUserInterfaceActionType::Button,
+ false, // bInOpenSubMenuOnClick
+ FSlateIcon(FMixamoToolkitStyle::GetStyleSetName(), "ContentBrowser.AssetActions")
+ );
+}
+
+
+
+void FMixamoToolkitEditorIntegration::AddContentBrowserContextMenuEntries(class FMenuBuilder& MenuBuilder) const
+{
+ TFunction RetargetMixamoSkeletonsFunction = [this]() { ExecuteAction_RetargetMixamoSkeletons(); };
+
+ // Add the RetargetMixamoSkeleton action.
+ TSharedRef< FUICommandInfo > cmd = FMixamoToolkitCommands::Get().RetargetMixamoSkeleton.ToSharedRef();
+ MenuBuilder.AddMenuEntry(
+ cmd->GetLabel(),
+ TAttribute::CreateSP(this, &FMixamoToolkitEditorIntegration::TooltipGetter_RetargetMixamoSkeletons),
+ cmd->GetIcon(),
+ FUIAction(
+ FExecuteAction::CreateSP(this, &FMixamoToolkitEditorIntegration::ExecuteChecked, RetargetMixamoSkeletonsFunction),
+ FCanExecuteAction::CreateSP(this, &FMixamoToolkitEditorIntegration::CanExecuteAction_RetargetMixamoSkeletons)
+ )
+ );
+
+ TFunction ExtractRootMotionFunction = [this]() { ExecuteAction_ExtractRootMotion(); };
+
+ // Add the ExtractRootMotion action.
+ cmd = FMixamoToolkitCommands::Get().ExtractRootMotion.ToSharedRef();
+ MenuBuilder.AddMenuEntry(
+ cmd->GetLabel(),
+ TAttribute::CreateSP(this, &FMixamoToolkitEditorIntegration::TooltipGetter_ExtractRootMotion),
+ cmd->GetIcon(),
+ FUIAction(
+ FExecuteAction::CreateSP(this, &FMixamoToolkitEditorIntegration::ExecuteChecked, ExtractRootMotionFunction),
+ FCanExecuteAction::CreateSP(this, &FMixamoToolkitEditorIntegration::CanExecuteAction_ExtractRootMotion)
+ )
+ );
+}
+
+
+
+#undef LOCTEXT_NAMESPACE
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitEditorIntegration.h b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitEditorIntegration.h
new file mode 100644
index 00000000..2e913184
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitEditorIntegration.h
@@ -0,0 +1,43 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#pragma once
+
+#include
+
+
+
+class FMixamoToolkitEditorIntegration : public TSharedFromThis
+{
+public:
+ void Register();
+ void Unregister();
+
+private:
+ TSharedPtr PluginCommands;
+ // Store currently selected assets from Content Browser here to avoid passing them in lambda closures.
+ TArray ContentBrowserSelectedAssets;
+
+private:
+ // Tooltips.
+ FText TooltipGetter_RetargetMixamoSkeletons() const;
+ FText TooltipGetter_ExtractRootMotion() const;
+
+private:
+
+ void ExecuteChecked(TFunction AuthorizedCallback) const;
+
+private:
+
+ // Actions.
+ void ExecuteAction_RetargetMixamoSkeletons() const;
+ bool CanExecuteAction_RetargetMixamoSkeleton(const FAssetData & Asset) const;
+ bool CanExecuteAction_RetargetMixamoSkeletons() const;
+
+ void ExecuteAction_ExtractRootMotion() const;
+ bool CanExecuteAction_ExtractRootMotion(const FAssetData & Asset) const;
+ bool CanExecuteAction_ExtractRootMotion() const;
+
+ TSharedRef MakeContentBrowserContextMenuExtender(const TArray & NewSelectedAssets);
+ void AddContentBrowserContextSubMenu(class FMenuBuilder& MenuBuilder) const;
+ void AddContentBrowserContextMenuEntries(class FMenuBuilder& MenuBuilder) const;
+};
\ No newline at end of file
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitPrivate.h b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitPrivate.h
new file mode 100644
index 00000000..d61b15d0
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitPrivate.h
@@ -0,0 +1,31 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#pragma once
+
+#include "Modules/ModuleManager.h"
+
+
+DECLARE_LOG_CATEGORY_EXTERN(LogMixamoToolkit, Warning, All)
+
+
+
+class FMixamoAnimationRetargetingModule :
+ public IModuleInterface,
+ public TSharedFromThis
+{
+public:
+ static
+ FMixamoAnimationRetargetingModule & Get();
+
+ /** IModuleInterface implementation */
+ virtual void StartupModule() override;
+ virtual void ShutdownModule() override;
+
+ TSharedRef GetMixamoSkeletonRetargeter();
+ TSharedRef GetMixamoAnimationRootMotionSolver();
+
+private:
+ TSharedPtr MixamoSkeletonRetargeter;
+ TSharedPtr MixamoAnimationRootMotionSolver;
+ TSharedPtr EditorIntegration;
+};
\ No newline at end of file
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitPrivatePCH.h b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitPrivatePCH.h
new file mode 100644
index 00000000..3f944e2a
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitPrivatePCH.h
@@ -0,0 +1,22 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#include "Runtime/Launch/Resources/Version.h"
+
+#include "MixamoAnimationRetargeting.h"
+
+// You should place include statements to your module's private header files here. You only need to
+// add includes for headers that are used in most of your module's source files though.
+
+#include "MixamoToolkitPrivate.h"
+
+
+
+// Forward declaration of FAssetData
+#if (ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION >= 17) || (ENGINE_MAJOR_VERSION > 4)
+// https://github.com/EpicGames/UnrealEngine/commit/70d3bd4b726884ccd6fe348fa45f11252aa99e04
+// Change 3439819 by Matt.Kuhlenschmidt
+// Turned FAssetData into a struct for some upcoming script exposure of FAssetData
+struct FAssetData;
+#else
+class FAssetData;
+#endif
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitStyle.cpp b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitStyle.cpp
new file mode 100644
index 00000000..35804719
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitStyle.cpp
@@ -0,0 +1,95 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#include "MixamoToolkitStyle.h"
+#include "MixamoToolkitPrivatePCH.h"
+#include "Slate/SlateGameResources.h"
+#include "Styling/SlateStyleRegistry.h"
+#include "Interfaces/IPluginManager.h"
+#include "Framework/Application/SlateApplication.h"
+
+
+#define PLUGIN_NAME "MixamoAnimationRetargeting"
+
+
+
+TSharedPtr< FSlateStyleSet > FMixamoToolkitStyle::StyleInstance = NULL;
+
+
+
+void FMixamoToolkitStyle::Initialize()
+{
+ if (! StyleInstance.IsValid())
+ {
+ StyleInstance = Create();
+ FSlateStyleRegistry::RegisterSlateStyle(*StyleInstance);
+ }
+}
+
+
+
+void FMixamoToolkitStyle::Shutdown()
+{
+ FSlateStyleRegistry::UnRegisterSlateStyle(*StyleInstance);
+ ensure(StyleInstance.IsUnique());
+ StyleInstance.Reset();
+}
+
+
+
+FName FMixamoToolkitStyle::GetStyleSetName()
+{
+ static FName StyleSetName(TEXT(PLUGIN_NAME "Style"));
+ return StyleSetName;
+}
+
+
+
+#define IMAGE_BRUSH( RelativePath, ... ) FSlateImageBrush( Style->RootToContentDir( RelativePath, TEXT(".png") ), __VA_ARGS__ )
+#define BOX_BRUSH( RelativePath, ... ) FSlateBoxBrush( Style->RootToContentDir( RelativePath, TEXT(".png") ), __VA_ARGS__ )
+#define BORDER_BRUSH( RelativePath, ... ) FSlateBorderBrush( Style->RootToContentDir( RelativePath, TEXT(".png") ), __VA_ARGS__ )
+#define TTF_FONT( RelativePath, ... ) FSlateFontInfo( Style->RootToContentDir( RelativePath, TEXT(".ttf") ), __VA_ARGS__ )
+#define OTF_FONT( RelativePath, ... ) FSlateFontInfo( Style->RootToContentDir( RelativePath, TEXT(".otf") ), __VA_ARGS__ )
+
+const FVector2D Icon16x16(16.0f, 16.0f);
+const FVector2D Icon20x20(20.0f, 20.0f);
+const FVector2D Icon40x40(40.0f, 40.0f);
+
+
+TSharedRef< FSlateStyleSet > FMixamoToolkitStyle::Create()
+{
+ TSharedRef< FSlateStyleSet > Style = MakeShareable(new FSlateStyleSet(PLUGIN_NAME "Style"));
+ Style->SetContentRoot(IPluginManager::Get().FindPlugin(PLUGIN_NAME)->GetBaseDir() / TEXT("Resources"));
+
+ // Define the styles for the module's actions.
+ // For commands: the command name/id must match the style's property name.
+ Style->Set(PLUGIN_NAME ".RetargetMixamoSkeleton", new IMAGE_BRUSH(TEXT("ButtonIcon_40x"), Icon40x40));
+ Style->Set(PLUGIN_NAME ".ExtractRootMotion", new IMAGE_BRUSH(TEXT("ButtonIcon_40x"), Icon40x40));
+
+ Style->Set("ContentBrowser.AssetActions", new IMAGE_BRUSH(TEXT("ButtonIcon_40x"), Icon40x40));
+
+ return Style;
+}
+
+
+#undef IMAGE_BRUSH
+#undef BOX_BRUSH
+#undef BORDER_BRUSH
+#undef TTF_FONT
+#undef OTF_FONT
+
+
+
+void FMixamoToolkitStyle::ReloadTextures()
+{
+ if (FSlateApplication::IsInitialized())
+ {
+ FSlateApplication::Get().GetRenderer()->ReloadTextureResources();
+ }
+}
+
+
+
+const ISlateStyle& FMixamoToolkitStyle::Get()
+{
+ return *StyleInstance;
+}
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitStyle.h b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitStyle.h
new file mode 100644
index 00000000..bfbf7f07
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/MixamoToolkitStyle.h
@@ -0,0 +1,31 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#pragma once
+
+
+
+class ISlateStyle;
+
+
+
+/** Slate styles used by this plugin. */
+class FMixamoToolkitStyle
+{
+public:
+ static void Initialize();
+ static void Shutdown();
+
+ /** reloads textures used by slate renderer */
+ static void ReloadTextures();
+
+ /** @return The Slate style set for the Shooter game */
+ static const ISlateStyle& Get();
+
+ static FName GetStyleSetName();
+
+private:
+ static TSharedRef< class FSlateStyleSet > Create();
+
+private:
+ static TSharedPtr< class FSlateStyleSet > StyleInstance;
+};
\ No newline at end of file
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/NamesMapper.cpp b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/NamesMapper.cpp
new file mode 100644
index 00000000..35606150
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/NamesMapper.cpp
@@ -0,0 +1,104 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#include "NamesMapper.h"
+
+
+
+namespace
+{
+
+/**
+Iterate over a "column" of data of a "mapping table".
+
+@param Table The mapping table. It's assumed to be a continuos array of "items", where each item is a pair of "elements" stored continuously.
+@param TableNum The number of items in the Table (this means that the Table contains TableNum*2 elements).
+@param iColumn The column index of the elements we want to iterate over.
+@param Functor The callback called for each iterated element. Prototype is void(const TTableItem & Elem).
+
+If needed, we can get rid of the template using TFunctionRef<>.
+*/
+template
+void IterateOnMappingTable(const TTableItem * Table, int32 TableNum, int32 iColumn, TFunctor Functor)
+{
+ for (int32 i = 0; i < TableNum; i += 2)
+ {
+ Functor(Table[i + iColumn]);
+ }
+}
+
+template
+void GetMappingTableColumn(const TTableItem * Table, int32 TableNum, int32 iColumn, TContainer & Output)
+{
+ Output.Reset(TableNum / 2);
+ IterateOnMappingTable(Table, TableNum, iColumn, [&](const TTableItem & Item) { Output.Emplace(Item); });
+}
+
+} // namespace *unnamed*
+
+
+
+FStaticNamesMapper::FStaticNamesMapper(
+ const char* const* SourceToDestinationMapping,
+ int32 SourceToDestinationMappingNum,
+ bool Reverse
+)
+ : Mapping(SourceToDestinationMapping),
+ MappingNum(SourceToDestinationMappingNum),
+ SrcOfs(Reverse ? 1 : 0),
+ DstOfs(Reverse ? 0 : 1)
+{
+ check(Mapping != nullptr);
+ checkf(MappingNum % 2 == 0, TEXT("The input array is expeted to have an even number of entries"));
+}
+
+
+
+FName FStaticNamesMapper::MapName(const FName& SourceName) const
+{
+ for (int32 i = 0; i < MappingNum; i += 2)
+ {
+ if (FName(Mapping[i + SrcOfs]) == SourceName)
+ {
+ return FName(Mapping[i + DstOfs]);
+ }
+ }
+ return NAME_None;
+}
+
+
+
+TArray FStaticNamesMapper::MapNames(const TArray& Names) const
+{
+ TArray Result;
+ Result.Reserve(Names.Num());
+ for (const FName & Name : Names)
+ {
+ const FName MappedName = MapName(Name);
+ if (!MappedName.IsNone())
+ {
+ Result.Emplace(MappedName);
+ }
+ }
+ return Result;
+}
+
+
+
+FStaticNamesMapper FStaticNamesMapper::GetInverseMapper() const
+{
+ return FStaticNamesMapper(Mapping, MappingNum, SrcOfs == 0);
+}
+
+
+
+void FStaticNamesMapper::GetSource(TArray& Out) const
+{
+ GetMappingTableColumn(Mapping, MappingNum, 0, Out);
+}
+
+
+
+void FStaticNamesMapper::GetDestination(TArray& Out) const
+{
+ GetMappingTableColumn(Mapping, MappingNum, 1, Out);
+}
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/NamesMapper.h b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/NamesMapper.h
new file mode 100644
index 00000000..866aca82
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/NamesMapper.h
@@ -0,0 +1,38 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#pragma once
+
+#include "Engine/EngineTypes.h"
+
+
+
+/**
+Class to map FName objects, using an aliased mapping table.
+
+@attention The mapping table is aliased and it's lifecycle must include the one of this object.
+ Usually you should initialize it with a static/constexpr table.
+*/
+class FStaticNamesMapper
+{
+public:
+ FStaticNamesMapper(const char* const* SourceToDestinationMapping, int32 SourceToDestinationMappingNum, bool Reverse = false);
+
+ /**
+ Map a bone index from the source skeleton to a bone index into the destination skeleton.
+
+ Returns INDEX_NONE if the bone can't be mapped.
+ */
+ FName MapName(const FName & SourceName) const;
+ /// Map a set of names.
+ TArray MapNames(const TArray& Names) const;
+ FStaticNamesMapper GetInverseMapper() const;
+
+ void GetSource(TArray& Out) const;
+ void GetDestination(TArray& Out) const;
+
+protected:
+ const char* const* Mapping;
+ int32 MappingNum;
+ int32 SrcOfs;
+ int32 DstOfs;
+};
\ No newline at end of file
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/SMixamoToolkitWidget.cpp b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/SMixamoToolkitWidget.cpp
new file mode 100644
index 00000000..611ce400
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/SMixamoToolkitWidget.cpp
@@ -0,0 +1,618 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#include "SMixamoToolkitWidget.h"
+#include "MixamoToolkitPrivatePCH.h"
+
+#include "Widgets/SBoxPanel.h"
+#include "Widgets/Input/SButton.h"
+#include "Widgets/Layout/SSeparator.h"
+#include "Widgets/Layout/SUniformGridPanel.h"
+
+#include "SAssetView.h"
+
+#include "Features/IModularFeatures.h"
+#include "IContentBrowserDataModule.h"
+#include "ContentBrowserModule.h"
+#include "ContentBrowserDataSource.h"
+#include "ContentBrowserAssetDataSource.h"
+#include "ContentBrowserAssetDataCore.h"
+#include "IContentBrowserSingleton.h" // FAssetPickerConfig
+#include "Animation/AnimSequence.h"
+#include "Animation/Skeleton.h"
+#include "Animation/Rig.h"
+
+
+
+#define LOCTEXT_NAMESPACE "FMixamoAnimationRetargetingModule"
+
+
+
+SRiggedSkeletonPicker::SRiggedSkeletonPicker()
+ : ActiveSkeleton(nullptr),
+ SelectedSkeleton(nullptr)
+{}
+
+
+
+void SRiggedSkeletonPicker::Construct(const FArguments& InArgs)
+{
+ checkf(!InArgs._Title.IsEmpty(), TEXT("A title must be specified."));
+ checkf(!InArgs._Description.IsEmpty(), TEXT("A description must be specified."));
+
+ ActiveSkeleton = nullptr;
+ SelectedSkeleton = nullptr;
+
+ // Configure the Asset Picker.
+ FAssetPickerConfig AssetPickerConfig;
+ AssetPickerConfig.Filter.ClassPaths.Add(USkeleton::StaticClass()->GetClassPathName());
+ AssetPickerConfig.Filter.bRecursiveClasses = true;
+ AssetPickerConfig.SelectionMode = ESelectionMode::Single;
+ AssetPickerConfig.OnAssetSelected = FOnAssetSelected::CreateSP(this, &SRiggedSkeletonPicker::OnAssetSelected);
+ AssetPickerConfig.AssetShowWarningText = LOCTEXT("SRiggedSkeletonPicker_NoAssets", "No Skeleton asset for the UE Mannequin found!");
+ AssetPickerConfig.OnShouldFilterAsset = InArgs._OnShouldFilterAsset;
+ // Aesthetic settings.
+ AssetPickerConfig.OnAssetDoubleClicked = FOnAssetDoubleClicked::CreateSP(this, &SRiggedSkeletonPicker::OnAssetDoubleClicked);
+ AssetPickerConfig.InitialAssetViewType = EAssetViewType::Column;
+ AssetPickerConfig.bShowPathInColumnView = true;
+ AssetPickerConfig.bShowTypeInColumnView = false;
+ // Hide all asset registry columns by default (we only really want the name and path)
+ TArray AssetRegistryTags;
+ USkeleton::StaticClass()->GetDefaultObject()->GetAssetRegistryTags(AssetRegistryTags);
+ for (UObject::FAssetRegistryTag & AssetRegistryTag : AssetRegistryTags)
+ {
+ AssetPickerConfig.HiddenColumnNames.Add(AssetRegistryTag.Name.ToString());
+ }
+
+ FContentBrowserModule & ContentBrowserModule = FModuleManager::LoadModuleChecked("ContentBrowser");
+ TSharedRef AssetPicker = ContentBrowserModule.Get().CreateAssetPicker(AssetPickerConfig);
+
+ ChildSlot[
+ SNew(SVerticalBox)
+
+ // Title text
+ + SVerticalBox::Slot()
+ .AutoHeight()
+ .Padding(2)
+ .HAlign(HAlign_Fill)
+ [
+ SNew(SHorizontalBox)
+
+ + SHorizontalBox::Slot()
+ [
+ SNew(STextBlock)
+ .Text(InArgs._Title)
+ .Font(FSlateFontInfo(FPaths::EngineContentDir() / TEXT("Slate/Fonts/Roboto-Regular.ttf"), 16))
+ .AutoWrapText(true)
+ ]
+ ]
+
+ // Help description text
+ + SVerticalBox::Slot()
+ .AutoHeight()
+ .Padding(2)
+ .HAlign(HAlign_Fill)
+ [
+ SNew(STextBlock)
+ .Text(InArgs._Description)
+ .AutoWrapText(true)
+ ]
+
+ + SVerticalBox::Slot()
+ .AutoHeight()
+ .Padding(5)
+ [
+ SNew(SSeparator)
+ ]
+
+ // Asset picker.
+ + SVerticalBox::Slot()
+ .MaxHeight(500)
+ [
+ AssetPicker
+ ]
+
+ + SVerticalBox::Slot()
+ .AutoHeight()
+ .Padding(5)
+ [
+ SNew(SSeparator)
+ ]
+
+ // Buttons
+ + SVerticalBox::Slot()
+ .AutoHeight()
+ .HAlign(HAlign_Right)
+ .VAlign(VAlign_Bottom)
+ [
+ SNew(SUniformGridPanel)
+ + SUniformGridPanel::Slot(0, 0)
+ [
+ SNew(SButton)
+ .HAlign(HAlign_Center)
+ .Text(LOCTEXT("SRiggedSkeletonPicker_Ok", "Select"))
+ .IsEnabled(this, &SRiggedSkeletonPicker::CanSelect)
+ .OnClicked(this, &SRiggedSkeletonPicker::OnSelect)
+ ]
+ + SUniformGridPanel::Slot(1, 0)
+ [
+ SNew(SButton)
+ .HAlign(HAlign_Center)
+ .Text(LOCTEXT("SRiggedSkeletonPicker_Cancel", "Cancel"))
+ .OnClicked(this, &SRiggedSkeletonPicker::OnCancel)
+ ]
+ ]
+ ];
+}
+
+
+
+USkeleton * SRiggedSkeletonPicker::GetSelectedSkeleton()
+{
+ return SelectedSkeleton;
+}
+
+
+
+void SRiggedSkeletonPicker::OnAssetSelected(const FAssetData & AssetData)
+{
+ ActiveSkeleton = Cast(AssetData.GetAsset());
+}
+
+
+
+void SRiggedSkeletonPicker::OnAssetDoubleClicked(const FAssetData & AssetData)
+{
+ OnAssetSelected(AssetData);
+ OnSelect();
+}
+
+
+
+bool SRiggedSkeletonPicker::CanSelect() const
+{
+ return ActiveSkeleton != nullptr;
+}
+
+
+
+FReply SRiggedSkeletonPicker::OnSelect()
+{
+ SelectedSkeleton = ActiveSkeleton;
+ CloseWindow();
+ return FReply::Handled();
+}
+
+
+
+FReply SRiggedSkeletonPicker::OnCancel()
+{
+ SelectedSkeleton = nullptr;
+ CloseWindow();
+ return FReply::Handled();
+}
+
+
+
+void SRiggedSkeletonPicker::CloseWindow()
+{
+ TSharedPtr window = FSlateApplication::Get().FindWidgetWindow(AsShared());
+ if (window.IsValid())
+ {
+ window->RequestDestroyWindow();
+ }
+}
+
+
+
+SRootMotionExtractionWidget::SRootMotionExtractionWidget()
+ : ActiveAnimationSequence(nullptr),
+ ActiveInPlaceAnimationSequence(nullptr),
+ SelectedAnimationSequence(nullptr),
+ SelectedInPlaceAnimationSequence(nullptr)
+{}
+
+
+
+void SRootMotionExtractionWidget::Construct(const FArguments& InArgs)
+{
+ const USkeleton * ReferenceSkeleton = InArgs._ReferenceSkeleton;
+
+ checkf(ReferenceSkeleton != nullptr, TEXT("A reference skeleton must be specified."));
+
+ FText Title = LOCTEXT("SRootMotionExtractionWidget_Title", "Generate Root Motion Animation");
+ FText Description = LOCTEXT("SRootMotionExtractionWidget_Description", "You can generate a Root Motion animation from an ordinary Mixamo animation and its in-place version. A new asset will be created.");
+ FText NormalAnimPickerDesc = LOCTEXT("SRootMotionExtractionWidget_NormalAnimPickerDescription", "ORDINARY animation.");
+ FText InPlaceAnimPickerDesc = LOCTEXT("SRootMotionExtractionWidget_InPlaceAnimPickerDescription", "IN-PLACE animation.");
+
+ ActiveAnimationSequence = nullptr;
+ ActiveInPlaceAnimationSequence = nullptr;
+ SelectedAnimationSequence = nullptr;
+ SelectedInPlaceAnimationSequence = nullptr;
+
+ ChildSlot[
+ SNew(SVerticalBox)
+
+ // Title text
+ + SVerticalBox::Slot()
+ .AutoHeight()
+ .Padding(2)
+ [
+ SNew(STextBlock)
+ .Text(Title)
+ .Font(FSlateFontInfo(FPaths::EngineContentDir() / TEXT("Slate/Fonts/Roboto-Regular.ttf"), 16))
+ .AutoWrapText(true)
+ ]
+
+ // Help description text
+ + SVerticalBox::Slot()
+ .AutoHeight()
+ .Padding(2)
+ [
+ SNew(STextBlock)
+ .Text(Description)
+ .AutoWrapText(true)
+ ]
+
+ + SVerticalBox::Slot()
+ .AutoHeight()
+ .Padding(5)
+ [
+ SNew(SSeparator)
+ ]
+
+ // Asset pickers.
+ + SVerticalBox::Slot()
+ .FillHeight(1)
+ .Padding(2)
+ .MaxHeight(500)
+ [
+ SNew(SHorizontalBox)
+
+ // Picker for "normal" animation
+ + SHorizontalBox::Slot()
+ .FillWidth(1)
+ [
+ SNew(SVerticalBox)
+
+ + SVerticalBox::Slot()
+ .AutoHeight()
+ .HAlign(HAlign_Center)
+ .Padding(5)
+ [
+ SNew(STextBlock)
+ .Text(NormalAnimPickerDesc)
+ .AutoWrapText(true)
+ ]
+
+ + SVerticalBox::Slot()
+ .FillHeight(1)
+ [
+ CreateAnimationSequencePicker(ReferenceSkeleton, false)
+ ]
+ ]
+
+ + SHorizontalBox::Slot()
+ .AutoWidth()
+ .Padding(5)
+ [
+ SNew(SSeparator)
+ ]
+
+ // Picker for "in-place" animation
+ + SHorizontalBox::Slot()
+ .FillWidth(1)
+ [
+ SNew(SVerticalBox)
+
+ + SVerticalBox::Slot()
+ .AutoHeight()
+ .HAlign(HAlign_Center)
+ .Padding(5)
+ [
+ SNew(STextBlock)
+ .Text(InPlaceAnimPickerDesc)
+ .AutoWrapText(true)
+ ]
+
+ + SVerticalBox::Slot()
+ .FillHeight(1)
+ [
+ CreateAnimationSequencePicker(ReferenceSkeleton, true)
+ ]
+ ]
+ ]
+
+ + SVerticalBox::Slot()
+ .AutoHeight()
+ .Padding(5)
+ [
+ SNew(SSeparator)
+ ]
+
+ // Buttons
+ + SVerticalBox::Slot()
+ .AutoHeight()
+ .HAlign(HAlign_Right)
+ .VAlign(VAlign_Bottom)
+ [
+ SNew(SUniformGridPanel)
+
+ + SUniformGridPanel::Slot(0, 0)
+ [
+ SNew(SButton)
+ .HAlign(HAlign_Center)
+ .Text(LOCTEXT("SRootMotionExtractionWidget_Ok", "Select"))
+ .IsEnabled(this, &SRootMotionExtractionWidget::CanSelect)
+ .OnClicked(this, &SRootMotionExtractionWidget::OnSelect)
+ ]
+
+ + SUniformGridPanel::Slot(1, 0)
+ [
+ SNew(SButton)
+ .HAlign(HAlign_Center)
+ .Text(LOCTEXT("SRootMotionExtractionWidget_Cancel", "Cancel"))
+ .OnClicked(this, &SRootMotionExtractionWidget::OnCancel)
+ ]
+ ]
+ ];
+}
+
+
+
+TSharedRef SRootMotionExtractionWidget::CreateAnimationSequencePicker(const USkeleton * ReferenceSkeleton, bool InPlaceAnimation)
+{
+ auto OnClickDelegate = [this, InPlaceAnimation](const FAssetData & AssetData)
+ {
+ UAnimSequence* anim = Cast(AssetData.GetAsset());
+ if (InPlaceAnimation)
+ ActiveInPlaceAnimationSequence = anim;
+ else
+ ActiveAnimationSequence = anim;
+ };
+
+ // Configure the Asset Picker.
+ FAssetPickerConfig AssetPickerConfig;
+ AssetPickerConfig.Filter.ClassPaths.Add(UAnimSequence::StaticClass()->GetClassPathName());
+ AssetPickerConfig.Filter.bRecursiveClasses = true;
+ if (ReferenceSkeleton != nullptr)
+ {
+ FString SkeletonString = FAssetData(ReferenceSkeleton).GetExportTextName();
+ AssetPickerConfig.Filter.TagsAndValues.Add(FName(TEXT("Skeleton")), SkeletonString);
+ }
+ AssetPickerConfig.SelectionMode = ESelectionMode::Single;
+ AssetPickerConfig.OnAssetSelected.BindLambda(OnClickDelegate);
+ AssetPickerConfig.AssetShowWarningText = LOCTEXT("SRootMotionExtractionWidget_NoAnimations", "No Animation asset for the selected Skeleton found!");
+ // Aesthetic settings.
+ AssetPickerConfig.OnAssetDoubleClicked.BindLambda(OnClickDelegate);
+ AssetPickerConfig.InitialAssetViewType = EAssetViewType::Column;
+ AssetPickerConfig.bShowPathInColumnView = true;
+ AssetPickerConfig.bShowTypeInColumnView = false;
+ // Hide all asset registry columns by default (we only really want the name and path)
+ TArray AssetRegistryTags;
+ UAnimSequence::StaticClass()->GetDefaultObject()->GetAssetRegistryTags(AssetRegistryTags);
+ for (UObject::FAssetRegistryTag & AssetRegistryTag : AssetRegistryTags)
+ {
+ AssetPickerConfig.HiddenColumnNames.Add(AssetRegistryTag.Name.ToString());
+ }
+
+ FContentBrowserModule & ContentBrowserModule = FModuleManager::LoadModuleChecked("ContentBrowser");
+ return ContentBrowserModule.Get().CreateAssetPicker(AssetPickerConfig);
+}
+
+
+
+bool SRootMotionExtractionWidget::CanSelect() const
+{
+ return ActiveAnimationSequence != nullptr
+ && ActiveInPlaceAnimationSequence != nullptr
+ && ActiveAnimationSequence != ActiveInPlaceAnimationSequence;
+}
+
+
+
+FReply SRootMotionExtractionWidget::OnSelect()
+{
+ SelectedAnimationSequence = ActiveAnimationSequence;
+ SelectedInPlaceAnimationSequence = ActiveInPlaceAnimationSequence;
+ CloseWindow();
+ return FReply::Handled();
+}
+
+
+
+FReply SRootMotionExtractionWidget::OnCancel()
+{
+ SelectedAnimationSequence = nullptr;
+ SelectedInPlaceAnimationSequence = nullptr;
+ CloseWindow();
+ return FReply::Handled();
+}
+
+
+
+void SRootMotionExtractionWidget::CloseWindow()
+{
+ TSharedPtr window = FSlateApplication::Get().FindWidgetWindow(AsShared());
+ if (window.IsValid())
+ {
+ window->RequestDestroyWindow();
+ }
+}
+
+SOverridingAssetsConfirmationDialog::SOverridingAssetsConfirmationDialog()
+ : bConfirmed(false)
+{
+}
+
+FReply SOverridingAssetsConfirmationDialog::OnConfirm()
+{
+ bConfirmed = true;
+ CloseWindow();
+ return FReply::Handled();
+}
+
+FReply SOverridingAssetsConfirmationDialog::OnCancel()
+{
+ bConfirmed = false;
+ CloseWindow();
+ return FReply::Handled();
+}
+
+void SOverridingAssetsConfirmationDialog::CloseWindow()
+{
+ TSharedPtr window = FSlateApplication::Get().FindWidgetWindow(AsShared());
+ if (window.IsValid())
+ {
+ window->RequestDestroyWindow();
+ }
+}
+
+bool SOverridingAssetsConfirmationDialog::EnumerateCustomSourceItemDatas(TFunctionRef InCallback)
+{
+ UContentBrowserDataSubsystem* ContentBrowserDataSubsystem = IContentBrowserDataModule::Get().GetSubsystem();
+
+#if 0
+ TArray SourceItemPaths;
+ for (auto Asset : AssetsToOverwrite)
+ {
+ SourceItemPaths.Add(FContentBrowserItemPath(FAssetData(Asset).PackageName, EContentBrowserPathType::Internal));
+ }
+
+ //BUG: assets in memory are not enumerated.
+ return ContentBrowserDataSubsystem->EnumerateItemsAtPaths(SourceItemPaths, EContentBrowserItemTypeFilter::IncludeFiles, InCallback);
+#else
+
+ IModularFeatures& ModularFeatures = IModularFeatures::Get();
+ static const FName BrowserDataSourceTypeName = UContentBrowserDataSource::GetModularFeatureTypeName();
+
+ const int32 NumExtensions = ModularFeatures.GetModularFeatureImplementationCount(BrowserDataSourceTypeName);
+ for (int32 ExtensionIndex = 0; ExtensionIndex < NumExtensions; ++ExtensionIndex)
+ {
+ UContentBrowserDataSource* DataSource = static_cast(ModularFeatures.GetModularFeatureImplementation(BrowserDataSourceTypeName, ExtensionIndex));
+ if (DataSource->IsA())
+ {
+ for (auto Asset : AssetsToOverwrite)
+ {
+ FAssetData AssetData(Asset);
+
+ FName VirtualizedPath;
+ DataSource->TryConvertInternalPathToVirtual(FName(AssetData.GetObjectPathString()), VirtualizedPath);
+
+ InCallback(ContentBrowserAssetData::CreateAssetFileItem(DataSource, VirtualizedPath, AssetData));
+ }
+
+ break;
+ }
+ }
+
+ return true;
+#endif
+}
+
+void SOverridingAssetsConfirmationDialog::Construct(const FArguments& InArgs)
+{
+ FText Title = LOCTEXT("SOverridingAssetsConfirmationDialog_Title", "Warning");
+ FText Description = LOCTEXT("SOverridingAssetsConfirmationDialog_Description", "Files listed below will be overwritten! Please confirm to continue or cancel to abort the procedure.");
+
+ AssetsToOverwrite = InArgs._AssetsToOverwrite;
+
+ auto LibrarySourceData = MakeShared();
+ // Provide a dummy invalid virtual path to make sure nothing tries to enumerate root "/"
+ LibrarySourceData->VirtualPaths.Add(FName(TEXT("/UMGWidgetTemplateListViewModel")));
+ // Disable any enumerate of virtual path folders
+ LibrarySourceData->bIncludeVirtualPaths = false;
+ // Supply a custom list of source items to display
+ LibrarySourceData->OnEnumerateCustomSourceItemDatas.BindSP(this, &SOverridingAssetsConfirmationDialog::EnumerateCustomSourceItemDatas);
+
+ TSharedRef AssetView = SNew(SAssetView)
+ .InitialCategoryFilter(EContentBrowserItemCategoryFilter::IncludeAll)
+ .InitialSourcesData(*LibrarySourceData)
+ .InitialViewType(EAssetViewType::List)
+ //.InitialThumbnailPoolSize(AssetsToOverwrite.Num())
+ //.InitialThumbnailSize(EThumbnailSize::Large)
+ .ForceShowEngineContent(true)
+ .ForceShowPluginContent(true)
+ .ShowTypeInTileView(false)
+ .ShowViewOptions(false);
+
+ ChildSlot[
+ SNew(SVerticalBox)
+
+ // Title text
+ + SVerticalBox::Slot()
+ .AutoHeight()
+ .Padding(2)
+ .HAlign(HAlign_Fill)
+ [
+ SNew(SHorizontalBox)
+ + SHorizontalBox::Slot()
+ [
+ SNew(STextBlock)
+ .Text(Title)
+ .Font(FSlateFontInfo(FPaths::EngineContentDir() / TEXT("Slate/Fonts/Roboto-Regular.ttf"), 16))
+ .AutoWrapText(true)
+ ]
+ ]
+
+ // Help description text
+ + SVerticalBox::Slot()
+ .AutoHeight()
+ .Padding(2)
+ .HAlign(HAlign_Fill)
+ [
+ SNew(STextBlock)
+ .Text(Description)
+ .AutoWrapText(true)
+ ]
+
+ + SVerticalBox::Slot()
+ .AutoHeight()
+ .Padding(5)
+ [
+ SNew(SSeparator)
+ ]
+
+ // Asset viewer.
+ + SVerticalBox::Slot()
+ .MaxHeight(500)
+ [
+ AssetView
+ ]
+
+ + SVerticalBox::Slot()
+ .AutoHeight()
+ .Padding(5)
+ [
+ SNew(SSeparator)
+ ]
+
+ // Buttons
+ + SVerticalBox::Slot()
+ .AutoHeight()
+ .HAlign(HAlign_Right)
+ .VAlign(VAlign_Bottom)
+ [
+ SNew(SUniformGridPanel)
+ + SUniformGridPanel::Slot(0, 0)
+ [
+ SNew(SButton)
+ .HAlign(HAlign_Center)
+ .Text(LOCTEXT("SRiggedSkeletonPicker_Ok", "Confirm"))
+ .OnClicked(this, &SOverridingAssetsConfirmationDialog::OnConfirm)
+ ]
+ + SUniformGridPanel::Slot(1, 0)
+ [
+ SNew(SButton)
+ .HAlign(HAlign_Center)
+ .Text(LOCTEXT("SRiggedSkeletonPicker_Cancel", "Cancel"))
+ .OnClicked(this, &SOverridingAssetsConfirmationDialog::OnCancel)
+ ]
+ ]
+ ];
+
+ AssetView->RequestSlowFullListRefresh();
+}
+
+
+
+#undef LOCTEXT_NAMESPACE
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/SMixamoToolkitWidget.h b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/SMixamoToolkitWidget.h
new file mode 100644
index 00000000..e016b4e1
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/SMixamoToolkitWidget.h
@@ -0,0 +1,114 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#pragma once
+
+#include "Widgets/SCompoundWidget.h"
+
+class FContentBrowserItemData;
+
+class SRiggedSkeletonPicker : public SCompoundWidget
+{
+public:
+ DECLARE_DELEGATE_RetVal_OneParam(bool, FOnShouldFilterAsset, const FAssetData& /*AssetData*/);
+
+ SLATE_BEGIN_ARGS(SRiggedSkeletonPicker)
+ {}
+
+ SLATE_ARGUMENT(FText, Title)
+ SLATE_ARGUMENT(FText, Description)
+ /** Called to check if an asset is valid to use */
+ SLATE_EVENT(FOnShouldFilterAsset, OnShouldFilterAsset)
+ SLATE_END_ARGS()
+
+public:
+ SRiggedSkeletonPicker();
+ void Construct(const FArguments& InArgs);
+
+ USkeleton * GetSelectedSkeleton();
+
+private:
+ void OnAssetSelected(const FAssetData & AssetData);
+ void OnAssetDoubleClicked(const FAssetData & AssetData);
+ bool CanSelect() const;
+ FReply OnSelect();
+ FReply OnCancel();
+
+ void CloseWindow();
+
+private:
+ // Track in ActiveSkeleton the temporary selected asset,
+ // only after the user confirms set SelectedSkeleton. So if
+ // the widget is externally closed we don't report an un-selected
+ // asset.
+ USkeleton * ActiveSkeleton;
+ USkeleton * SelectedSkeleton;
+};
+
+
+
+class SRootMotionExtractionWidget : public SCompoundWidget
+{
+public:
+ SLATE_BEGIN_ARGS(SRootMotionExtractionWidget)
+ : _ReferenceSkeleton(nullptr)
+ {}
+
+ SLATE_ARGUMENT(USkeleton*, ReferenceSkeleton)
+ SLATE_END_ARGS()
+
+public:
+ SRootMotionExtractionWidget();
+ void Construct(const FArguments& InArgs);
+
+ UAnimSequence * GetSelectedAnimation() { return SelectedAnimationSequence; }
+ UAnimSequence * GetSelectedInPlaceAnimation() { return SelectedInPlaceAnimationSequence; }
+
+private:
+ bool CanSelect() const;
+ FReply OnSelect();
+ FReply OnCancel();
+
+ void CloseWindow();
+
+ TSharedRef CreateAnimationSequencePicker(const USkeleton * ReferenceSkeleton, bool InPlaceAnimation);
+
+private:
+ // Track in ActiveXYZ the temporary selected assets, only after the user confirms
+ // set SelectedXYZ properties.
+ // So if the widget is externally closed we don't report errors for un-selected assets.
+ UAnimSequence * ActiveAnimationSequence;
+ UAnimSequence * ActiveInPlaceAnimationSequence;
+
+ UAnimSequence * SelectedAnimationSequence;
+ UAnimSequence * SelectedInPlaceAnimationSequence;
+};
+
+class SOverridingAssetsConfirmationDialog : public SCompoundWidget
+{
+public:
+
+ SLATE_BEGIN_ARGS(SOverridingAssetsConfirmationDialog)
+ {}
+ SLATE_ARGUMENT(TArray, AssetsToOverwrite)
+ SLATE_END_ARGS()
+
+public:
+ SOverridingAssetsConfirmationDialog();
+ void Construct(const FArguments& InArgs);
+
+ bool HasConfirmed() const { return bConfirmed; }
+
+private:
+
+ FReply OnConfirm();
+ FReply OnCancel();
+
+ void CloseWindow();
+
+ bool EnumerateCustomSourceItemDatas(TFunctionRef InCallback);
+
+private:
+
+ TArray AssetsToOverwrite;
+ bool bConfirmed;
+};
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/SkeletonMatcher.cpp b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/SkeletonMatcher.cpp
new file mode 100644
index 00000000..b7f5d53d
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/SkeletonMatcher.cpp
@@ -0,0 +1,49 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#include "SkeletonMatcher.h"
+
+#include
+
+
+
+#define LOCTEXT_NAMESPACE "FMixamoAnimationRetargetingModule"
+
+
+
+FSkeletonMatcher::FSkeletonMatcher(
+ const TArray& InBoneNames,
+ float InMinimumMatchingPerc
+)
+ : BoneNames(InBoneNames),
+ MinimumMatchingPerc(InMinimumMatchingPerc)
+{}
+
+
+
+bool FSkeletonMatcher::IsMatching(const USkeleton* Skeleton) const
+{
+ // No Skeleton, No matching...
+ if (Skeleton == nullptr)
+ {
+ return false;
+ }
+
+ const int32 NumExpectedBones = BoneNames.Num();
+ int32 nMatchingBones = 0;
+ const FReferenceSkeleton & SkeletonRefSkeleton = Skeleton->GetReferenceSkeleton();
+ for (int32 i = 0; i < NumExpectedBones; ++i)
+ {
+ const int32 BoneIndex = SkeletonRefSkeleton.FindBoneIndex(BoneNames[i]);
+ if (BoneIndex != INDEX_NONE)
+ {
+ ++nMatchingBones;
+ }
+ }
+ const float MatchedPercentage = float(nMatchingBones) / float(NumExpectedBones);
+
+ return MatchedPercentage >= MinimumMatchingPerc;
+}
+
+
+
+#undef LOCTEXT_NAMESPACE
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/SkeletonMatcher.h b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/SkeletonMatcher.h
new file mode 100644
index 00000000..c908244c
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/SkeletonMatcher.h
@@ -0,0 +1,32 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#pragma once
+
+#include "Engine/EngineTypes.h"
+
+
+
+class USkeleton;
+
+
+
+/**
+Class to check if a skeleton is matching a desired hierarchy.
+
+@attention To be used within a single method's stack space.
+*/
+class FSkeletonMatcher
+{
+public:
+ /**
+ @param InBoneNames The expected bone names.
+ @param InMinimumMatchingPerc A skeleton is matching if it has at least X% of the expected bones. The value is in [0, 1].
+ */
+ FSkeletonMatcher(const TArray & InBoneNames, float InMinimumMatchingPerc);
+
+ bool IsMatching(const USkeleton * Skeleton) const;
+
+private:
+ const TArray BoneNames;
+ const float MinimumMatchingPerc;
+};
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/SkeletonPoser.cpp b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/SkeletonPoser.cpp
new file mode 100644
index 00000000..72a4eebd
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/SkeletonPoser.cpp
@@ -0,0 +1,509 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#include "SkeletonPoser.h"
+#include "MixamoToolkitPrivatePCH.h"
+
+#include "Engine/SkeletalMesh.h"
+#include "Animation/Skeleton.h"
+#include "Animation/Rig.h"
+
+#include "Retargeter/IKRetargeter.h"
+
+#include
+
+
+
+// Define it to check mathematical equivalences used by the algorithm.
+// NOTE: leave it undefined on redistribution, as ordinary small numerical errors could halt the editor otherwise.
+//#define FSKELETONPOSER_CHECK_NUMERIC_CODE_
+
+#ifdef FSKELETONPOSER_CHECK_NUMERIC_CODE_
+ #define FSKELETONPOSER_CHECK_(X,M) checkf(X, M)
+ #define FSKELETONPOSER_CHECK_FTRANSFORM_EQUALS_(A,B,M) checkf((A).Equals(B), M)
+ #pragma message ("MIXAMOANIMATIONRETARGETING_CHECK_NUMERIC_CODE_ symbol is defined. Undefine it for redistribution.")
+#else
+ #define FSKELETONPOSER_CHECK_(X,M)
+ #define FSKELETONPOSER_CHECK_FTRANSFORM_EQUALS_(A,B,M)
+#endif
+
+
+
+#define LOCTEXT_NAMESPACE "FMixamoAnimationRetargetingModule"
+
+
+
+int32 FRigConfigurationBoneMapper::MapBoneIndex(int32 BoneIndex) const
+{
+ const FName SourceBoneName = Source->GetBoneName(BoneIndex);
+ const FName RigNodeName = SourceSkeleton->GetRigNodeNameFromBoneName(SourceBoneName);
+ const FName DestinationBoneName = DestinationSkeleton->GetRigBoneMapping(RigNodeName);
+ const int32 DestinationBoneIndex = Destination->FindBoneIndex(DestinationBoneName);
+ return DestinationBoneIndex;
+}
+
+
+
+int32 FEqualNameBoneMapper::MapBoneIndex(int32 BoneIndex) const
+{
+ const FName SourceBoneName = Source->GetBoneName(BoneIndex);
+ const int32 DestinationBoneIndex = Destination->FindBoneIndex(SourceBoneName);
+ return DestinationBoneIndex;
+}
+
+
+
+FNameTranslationBoneMapper::FNameTranslationBoneMapper(
+ const FReferenceSkeleton* ASource,
+ const FReferenceSkeleton* ADestination,
+ const FStaticNamesMapper & Mapper
+)
+ : FBoneMapper(ASource, ADestination),
+ NamesMapper(Mapper)
+{
+}
+
+
+
+int32 FNameTranslationBoneMapper::MapBoneIndex(int32 BoneIndex) const
+{
+ const FName SourceBoneName = Source->GetBoneName(BoneIndex);
+ const FName TargetBoneName = MapBoneName(SourceBoneName);
+ if (!TargetBoneName.IsNone())
+ {
+ const int32 DestinationBoneIndex = Destination->FindBoneIndex(TargetBoneName);
+ return DestinationBoneIndex;
+ }
+ return INDEX_NONE;
+}
+
+
+
+FName FNameTranslationBoneMapper::MapBoneName(FName BoneName) const
+{
+ return NamesMapper.MapName(BoneName);
+}
+
+
+
+FSkeletonPoser::FSkeletonPoser(const USkeleton * Reference, const TArray & ReferenceBonePose)
+ : ReferenceSkeleton(Reference)
+{
+ check(ReferenceSkeleton != nullptr);
+ checkf(ReferenceBonePose.Num() == ReferenceSkeleton->GetReferenceSkeleton().GetNum(), TEXT("Length of bone pose must match the one of the reference skeleton."));
+ BoneSpaceToComponentSpaceTransforms(ReferenceSkeleton->GetReferenceSkeleton(), ReferenceBonePose, ReferenceCSBonePoses);
+}
+
+
+
+void FSkeletonPoser::Pose(
+ const USkeletalMesh * Mesh,
+ const FBoneMapper & BoneMapper,
+ const TArray & PreserveCSBonesNames,
+ const TArray>& ParentChildBoneNamesToBypassOneChildConstraint,
+ TArray & MeshBonePose
+) const
+{
+ check(Mesh != nullptr);
+
+ // Convert bone names to bone indices.
+ TSet PreserveCSBonesIndices;
+ if (PreserveCSBonesNames.Num() > 0)
+ {
+ PreserveCSBonesIndices.Reserve(PreserveCSBonesNames.Num());
+ for (const FName & BoneName : PreserveCSBonesNames)
+ {
+ const int32 BoneIndex = Mesh->GetRefSkeleton().FindBoneIndex(BoneName);
+ if (BoneIndex != INDEX_NONE)
+ {
+ PreserveCSBonesIndices.Add(BoneIndex);
+ }
+ }
+ }
+
+ TSet> ParentChildBoneIndicesToBypassOneChildConstraint;
+ ParentChildBoneIndicesToBypassOneChildConstraint.Reserve(ParentChildBoneNamesToBypassOneChildConstraint.Num());
+ for (const auto& ParentChildNames : ParentChildBoneNamesToBypassOneChildConstraint)
+ {
+ const int32 ParentBoneIndex = Mesh->GetRefSkeleton().FindBoneIndex(ParentChildNames.Get<0>());
+ const int32 ChildBoneIndex = Mesh->GetRefSkeleton().FindBoneIndex(ParentChildNames.Get<1>());
+ if (ParentBoneIndex != INDEX_NONE && ChildBoneIndex != INDEX_NONE)
+ {
+ check(ParentBoneIndex != ChildBoneIndex);
+ ParentChildBoneIndicesToBypassOneChildConstraint.Add(MakeTuple(ParentBoneIndex, ChildBoneIndex));
+ }
+ }
+
+ UE_LOG(LogMixamoToolkit, Verbose, TEXT("BEGIN: %s -> %s"), *ReferenceSkeleton->GetName(), *Mesh->GetName());
+ // NOTE: the RefSkeleton of the Skeletal Mesh counts for its mesh proportions.
+ Pose(Mesh->GetRefSkeleton(), BoneMapper, PreserveCSBonesIndices, ParentChildBoneIndicesToBypassOneChildConstraint, MeshBonePose);
+ UE_LOG(LogMixamoToolkit, Verbose, TEXT("END: %s -> %s"), *ReferenceSkeleton->GetName(), *Mesh->GetName());
+}
+
+
+
+void FSkeletonPoser::PoseBasedOnRigConfiguration(
+ const USkeletalMesh * Mesh,
+ const TArray & PreserveCSBonesNames,
+ const TArray>& ParentChildBoneNamesToBypassOneChildConstraint,
+ TArray & MeshBonePose) const
+{
+ check(Mesh != nullptr);
+ Pose(Mesh, FRigConfigurationBoneMapper(& Mesh->GetRefSkeleton(), Mesh->GetSkeleton(), & ReferenceSkeleton->GetReferenceSkeleton(), ReferenceSkeleton), PreserveCSBonesNames, ParentChildBoneNamesToBypassOneChildConstraint, MeshBonePose);
+}
+
+
+
+void FSkeletonPoser::PoseBasedOnCommonBoneNames(
+ const USkeletalMesh * Mesh,
+ const TArray & PreserveCSBonesNames,
+ const TArray>& ParentChildBoneNamesToBypassOneChildConstraint,
+ TArray & MeshBonePose) const
+{
+ check(Mesh != nullptr);
+ Pose(Mesh, FEqualNameBoneMapper(& Mesh->GetRefSkeleton(), & ReferenceSkeleton->GetReferenceSkeleton()), PreserveCSBonesNames, ParentChildBoneNamesToBypassOneChildConstraint, MeshBonePose);
+}
+
+
+
+void FSkeletonPoser::PoseBasedOnMappedBoneNames(
+ const USkeletalMesh* Mesh,
+ const TArray& PreserveCSBonesNames,
+ const FStaticNamesMapper & SourceToDest_BonesNameMapping,
+ const TArray>& ParentChildBoneNamesToBypassOneChildConstraint,
+ TArray & MeshBonePose
+) const
+{
+ check(Mesh != nullptr);
+ Pose(Mesh, FNameTranslationBoneMapper(& Mesh->GetRefSkeleton(), & ReferenceSkeleton->GetReferenceSkeleton(), SourceToDest_BonesNameMapping), PreserveCSBonesNames, ParentChildBoneNamesToBypassOneChildConstraint, MeshBonePose);
+}
+
+
+TArray GetBreadthFirstSortedBones(const FReferenceSkeleton& Skeleton)
+{
+ const int32 NumBones = Skeleton.GetNum();
+
+ TArray SortedIndices;
+ SortedIndices.Reserve(NumBones);
+
+ for (int32 BoneIndex = 0; BoneIndex < NumBones; ++BoneIndex)
+ {
+ SortedIndices.Add(BoneIndex);
+ }
+
+ SortedIndices.Sort([&](int32 IndexA, int32 IndexB) {
+ return Skeleton.GetDepthBetweenBones(IndexA, 0) < Skeleton.GetDepthBetweenBones(IndexB, 0);
+ });
+
+ return SortedIndices;
+}
+
+
+void FSkeletonPoser::Pose(
+ const FReferenceSkeleton & EditRefSkeleton,
+ const FBoneMapper & BoneMapper,
+ const TSet & PreserveCSBonesIndices,
+ const TSet>& ParentChildBoneIndicesToBypassOneChildConstraint,
+ TArray & EditBonePoses
+) const
+{
+ check(ReferenceSkeleton != nullptr);
+ // NOTE: ReferenceSkeleton is used only to get hierarchical infos.
+ const FReferenceSkeleton & ReferenceRefSkeleton = ReferenceSkeleton->GetReferenceSkeleton();
+
+ const int32 NumBones = EditRefSkeleton.GetNum();
+ EditBonePoses = EditRefSkeleton.GetRefBonePose();
+ check(EditBonePoses.Num() == NumBones);
+
+ TArray EditChildrens;
+ NumOfChildren(EditRefSkeleton, EditChildrens);
+ TArray OriginalEditCSBonePoses;
+ if (PreserveCSBonesIndices.Num () > 0)
+ {
+ BoneSpaceToComponentSpaceTransforms(EditRefSkeleton, EditRefSkeleton.GetRefBonePose(), OriginalEditCSBonePoses);
+ }
+
+ //UE_LOG(LogMixamoToolkit, Verbose, TEXT("Initial pose"));
+ //LogReferenceSkeleton(EditRefSkeleton, EditRefSkeleton.GetRefBonePose());
+ auto SortedIndices = GetBreadthFirstSortedBones(EditRefSkeleton);
+ for (int32 EditBoneIndex : SortedIndices)
+ {
+ UE_LOG(LogMixamoToolkit, Verbose, TEXT("Processing bone %d (%s)"), EditBoneIndex, *EditRefSkeleton.GetBoneName(EditBoneIndex).ToString());
+
+ FVector ReferenceCSBoneOrientation;
+ if (PreserveCSBonesIndices.Contains(EditBoneIndex))
+ {
+ UE_LOG(LogMixamoToolkit, Verbose, TEXT(" Preserving its Component-Space orientation"));
+
+ // Compute orientation of reference bone, considering the original CS bone poses as reference.
+ const int32 ReferenceBoneParentIndex = EditRefSkeleton.GetParentIndex(EditBoneIndex);
+ check(ReferenceBoneParentIndex < EditBoneIndex && "Parent bone must have lower index");
+ const FTransform & ReferenceCSParentTransform = (ReferenceBoneParentIndex != INDEX_NONE ? OriginalEditCSBonePoses[ReferenceBoneParentIndex] : FTransform::Identity);
+ const FTransform & ReferenceCSTransform = OriginalEditCSBonePoses[EditBoneIndex];
+ ReferenceCSBoneOrientation = (ReferenceCSTransform.GetLocation() - ReferenceCSParentTransform.GetLocation()).GetSafeNormal();
+ }
+ else
+ {
+ UE_LOG(LogMixamoToolkit, Verbose, TEXT(" Re-posing it"));
+
+ // Get the retarget bone on the reference skeleton.
+ const int32 ReferenceBoneIndex = BoneMapper.MapBoneIndex(EditBoneIndex);
+ if (ReferenceBoneIndex == INDEX_NONE)
+ {
+ // Bone not retargeted, skip.
+ UE_LOG(LogMixamoToolkit, Verbose, TEXT(" Skipped: not found the corresponding bone in the reference skeleton"));
+ continue;
+ }
+ UE_LOG(LogMixamoToolkit, Verbose, TEXT(" Corresponding bone in the reference skeleton: %d (%s)"), ReferenceBoneIndex, *ReferenceRefSkeleton.GetBoneName(ReferenceBoneIndex).ToString());
+
+ // Compute orientation of reference bone.
+ const int32 ReferenceBoneParentIndex = ReferenceRefSkeleton.GetParentIndex(ReferenceBoneIndex);
+ check(ReferenceBoneParentIndex < ReferenceBoneIndex && "Parent bone must have lower index");
+ UE_LOG(LogMixamoToolkit, Verbose, TEXT(" Parent bone: %d (%s)"), ReferenceBoneParentIndex, ReferenceBoneParentIndex != INDEX_NONE ? *ReferenceRefSkeleton.GetBoneName(ReferenceBoneParentIndex).ToString() : TEXT("-"));
+ const FTransform & ReferenceCSParentTransform = (ReferenceBoneParentIndex != INDEX_NONE ? ReferenceCSBonePoses[ReferenceBoneParentIndex] : FTransform::Identity);
+ const FTransform & ReferenceCSTransform = ReferenceCSBonePoses[ReferenceBoneIndex];
+ ReferenceCSBoneOrientation = (ReferenceCSTransform.GetLocation() - ReferenceCSParentTransform.GetLocation()).GetSafeNormal();
+ // Skip degenerated bones.
+ if (ReferenceCSBoneOrientation.IsNearlyZero())
+ {
+ UE_LOG(LogMixamoToolkit, Verbose, TEXT(" Skipped: degenerate bone orientation in the reference skeleton"));
+ continue;
+ }
+ }
+
+ // Compute current orientation of the bone to retarget (skeleton).
+ const int32 EditBoneParentIndex = EditRefSkeleton.GetParentIndex(EditBoneIndex);
+ check(EditBoneParentIndex < EditBoneIndex && "Parent bone must have been already retargeted");
+ if (EditBoneParentIndex == INDEX_NONE)
+ {
+ // We must rotate the parent bone, but it doesn't exist. Skip.
+ UE_LOG(LogMixamoToolkit, Verbose, TEXT(" Skipped: no parent bone"));
+ continue;
+ }
+ UE_LOG(LogMixamoToolkit, Verbose, TEXT(" Parent bone: %d (%s)"), EditBoneParentIndex, *EditRefSkeleton.GetBoneName(EditBoneParentIndex).ToString());
+
+ if (EditChildrens[EditBoneParentIndex] > 1 &&
+ !ParentChildBoneIndicesToBypassOneChildConstraint.Contains(MakeTuple(EditBoneParentIndex, EditBoneIndex)))
+ {
+ // If parent bone has multiple children, modifying it here would ruin the sibling bones. Skip. [NOTE: this bone will differ from the expected result!]
+ UE_LOG(LogMixamoToolkit, Verbose, TEXT(" Skipped: bone %d (%s) not re-oriented because its parent bone (%d - %s) controls also other bones"), EditBoneIndex, *EditRefSkeleton.GetBoneName(EditBoneIndex).ToString(), EditBoneParentIndex, *EditRefSkeleton.GetBoneName(EditBoneParentIndex).ToString());
+ continue;
+ }
+ // Compute the transforms on the up-to-date skeleton (they cant' be cached).
+ const FTransform EditCSParentTransform = ComputeComponentSpaceTransform(EditRefSkeleton, EditBonePoses, EditBoneParentIndex);
+ const FTransform EditCSTransform = EditBonePoses[EditBoneIndex] * EditCSParentTransform;
+ const FVector EditCSBoneOrientation = (EditCSTransform.GetLocation() - EditCSParentTransform.GetLocation()).GetSafeNormal();
+
+ // Skip degenerated or already-aligned bones.
+ if (EditCSBoneOrientation.IsNearlyZero() || ReferenceCSBoneOrientation.Equals(EditCSBoneOrientation))
+ {
+ UE_LOG(LogMixamoToolkit, Verbose, TEXT(" Skipped: degenerate or already-aligned bone"));
+ continue;
+ }
+
+ // Delta rotation (in Component Space) to make the skeleton bone aligned to the reference one.
+ const FQuat EditToReferenceCSRotation = FQuat::FindBetweenVectors(EditCSBoneOrientation, ReferenceCSBoneOrientation);
+ FSKELETONPOSER_CHECK_(
+ EditToReferenceCSRotation.RotateVector(EditCSBoneOrientation).Equals(ReferenceCSBoneOrientation),
+ TEXT("The rotation applied to the Edited Bone orientation must match the Reference one, in Component Space")
+ );
+ // Convert from Component Space to skeleton Bone Space
+ const FQuat EditToReferenceBSRotation = EditCSParentTransform.GetRotation().Inverse() * EditToReferenceCSRotation * EditCSParentTransform.GetRotation();
+
+#if defined(FSKELETONPOSER_CHECK_NUMERIC_CODE_) && DO_CHECK
+ const FTransform & EditParentRefBonePose = EditRefSkeleton.GetRefBonePose()[EditBoneParentIndex];
+#endif
+ FSKELETONPOSER_CHECK_FTRANSFORM_EQUALS_(
+ EditBonePoses[EditBoneParentIndex],
+ EditParentRefBonePose,
+ TEXT("Bone pose transform is still the same as the original one")
+ );
+
+ // Apply the rotation to the *parent* bone (yep!!!)
+ EditBonePoses[EditBoneParentIndex].ConcatenateRotation(EditToReferenceBSRotation);
+
+#if defined(FSKELETONPOSER_CHECK_NUMERIC_CODE_) && DO_CHECK
+ {
+ const FTransform NewSkeletonCSParentTransform = ComputeComponentSpaceTransform(EditRefSkeleton, EditBonePoses, EditBoneParentIndex);
+ // For some reasons, check on thumbs need a much higher tollerance (thumb_02_l, thumb_03_l, thumb_02_r, thumb_03_r).
+ FSKELETONPOSER_CHECK_(
+ ((EditBonePoses[EditBoneIndex] * NewSkeletonCSParentTransform).GetLocation() - NewSkeletonCSParentTransform.GetLocation()).GetSafeNormal().Equals(ReferenceCSBoneOrientation, 1e-3),
+ TEXT("The new Bone pose results now in the same orientation as the reference one")
+ );
+ }
+#endif
+ FSKELETONPOSER_CHECK_FTRANSFORM_EQUALS_(
+ EditBonePoses[EditBoneParentIndex],
+ FTransform(EditToReferenceBSRotation) * EditParentRefBonePose,
+ TEXT("Using ConcatenateRotation() is the same as pre-multiplying with the delta rotation")
+ );
+ UE_LOG(LogMixamoToolkit, Verbose, TEXT(" Done: changed parent bone %d (%s): %s"), EditBoneParentIndex, *EditRefSkeleton.GetBoneName(EditBoneParentIndex).ToString(), *EditBonePoses[EditBoneParentIndex].ToString());
+
+ // Notes.
+ //
+ // FTransform uses the VQS notation: S->Q->V (where S = scale, Q = rotation, V = translation; considering each of them as affine transforms: S * Q * V).
+ //
+ // FQuat multiples in the opposite order, i.e. Q*Q' corresponds to q'*q.
+ //
+ // SetRotation() - used by FIKRetargetPose - changes Q, in the middle of the S*Q*V.
+ // Let's consider Q and Q' the FTransform corresponding to the quaternions q and q',
+ // after SetRotation(Q*Q') the corresponding FTransform is:
+ //
+ // S * (Q * Q') * V = S * Q * V * V(-1) * Q' * V
+ //
+ // i.e. it's equal to the original FTransform S*Q*V post-multiplied by V(-1)*Q'*V.
+ }
+ //UE_LOG(LogMixamoToolkit, Verbose, TEXT("Retargeted pose"));
+ //LogReferenceSkeleton(EditRefSkeleton, EditBonePoses);
+}
+
+
+
+void FSkeletonPoser::ApplyPoseToRetargetBasePose(USkeletalMesh* Mesh, const TArray& MeshBonePose)
+{
+ checkf(Mesh->GetRetargetBasePose().Num() == MeshBonePose.Num(), TEXT("Computed pose must have the same number of transforms as the target retarget base pose"));
+ // We'll change RetargetBasePose.
+ Mesh->Modify();
+ // Transforms computed by FSkeletonPoser::Pose() are already compatible with RetargetBasePose, a simple assignment is enough.
+ Mesh->GetRetargetBasePose() = MeshBonePose;
+}
+
+
+
+void FSkeletonPoser::ApplyPoseToIKRetargetPose(USkeletalMesh* Mesh, UIKRetargeterController* Controller, const TArray& MeshBonePose)
+{
+ check(Controller != nullptr);
+
+ // NOTE: using the FIKRigSkeleton::CurrentPoseLocal (Controller->GetAsset()->GetTargetIKRig()->Skeleton) is wrong
+ // as it reflects only the Skeletal Mesh used to create the IK Rig asset, and not current input Mesh.
+ //
+ // UIKRetargetProcessor::Initialize() calls FRetargetSkeleton::Initialize() that calls FRetargetSkeleton::GenerateRetargetPose(),
+ // and they re-generate the RetargetLocalPose (corresponding to FIKRigSkeleton::CurrentPoseLocal)
+ // from SkeletalMesh->GetRefSkeleton().GetRefBonePose() [where SkeletalMesh is the target skeletal mesh]
+ //
+ // So we do it also here.
+ const FReferenceSkeleton& MeshRefSkeleton = Mesh->GetRefSkeleton();
+ const TArray & TargetBonePose = Mesh->GetRefSkeleton().GetRefBonePose();
+
+ const int32 NumBones = MeshBonePose.Num();
+ checkf(TargetBonePose.Num() == NumBones, TEXT("Computed pose must have the same number of transforms as in the target IK Rig Skeleton"));
+ for (int32 EditBoneIndex = 0; EditBoneIndex < NumBones; ++EditBoneIndex)
+ {
+ /**
+ See also the comments in FSkeletonPoser::Pose().
+
+ FTransform follows the VQS notation: T=S*Q*V.
+
+ IKRigSkeleton.CurrentPoseLocal[EditBoneIndex] is the base pose (=S*R*V) used by IKRigSkeleton
+ to compute the final pose when considering the Rotation Offset (call it Q).
+
+ MeshBonePose[EditBoneIndex] contains the resulting pose with the added Rotation Offset Q (= S*R'*V = S*(Q*R)*V).
+
+ R' = Q * R
+ R' * R(-1) = Q
+
+ as quaternions, and considering that FQuat applies multiplications in reverse order:
+
+ r(-1) * r' = q
+ */
+ FQuat Q = TargetBonePose[EditBoneIndex].GetRotation().Inverse() * MeshBonePose[EditBoneIndex].GetRotation();
+ Controller->SetRotationOffsetForRetargetPoseBone(MeshRefSkeleton.GetBoneName(EditBoneIndex), Q, ERetargetSourceOrTarget::Target);
+
+#if defined(FSKELETONPOSER_CHECK_NUMERIC_CODE_) && DO_CHECK
+ {
+ // This is how the FIKRetargetPose computes the final bone poses (calling SetRotation()).
+ FTransform IKRes = TargetBonePose[EditBoneIndex];
+ IKRes.SetRotation(Q * IKRes.GetRotation());
+ FSKELETONPOSER_CHECK_FTRANSFORM_EQUALS_(
+ MeshBonePose[EditBoneIndex],
+ IKRes,
+ TEXT("The computed FIKRetargetPose pose must match the computed mesh bone pose")
+ );
+ }
+#endif
+ }
+}
+
+
+
+FTransform FSkeletonPoser::ComputeComponentSpaceTransform(const FReferenceSkeleton & RefSkeleton, const TArray & RelTransforms, int32 BoneIndex)
+{
+ if (BoneIndex == INDEX_NONE)
+ {
+ return FTransform::Identity;
+ }
+
+ FTransform T = RelTransforms[BoneIndex];
+ int32 i = RefSkeleton.GetParentIndex(BoneIndex);
+ while (i != INDEX_NONE)
+ {
+ checkf(i < BoneIndex, TEXT("Parent bone must have been already retargeted"));
+ T *= RelTransforms[i];
+ i = RefSkeleton.GetParentIndex(i);
+ }
+
+ return T;
+}
+
+
+
+void FSkeletonPoser::BoneSpaceToComponentSpaceTransforms(const FReferenceSkeleton & RefSkeleton, const TArray & BSTransforms, TArray & CSTransforms)
+{
+ check(RefSkeleton.GetNum() == BSTransforms.Num());
+ const int32 NumBones = RefSkeleton.GetNum();
+ CSTransforms.Empty(NumBones);
+ CSTransforms.AddUninitialized(NumBones);
+ for (int32 iBone = 0; iBone < NumBones; ++iBone)
+ {
+ CSTransforms[iBone] = BSTransforms[iBone];
+ const int32 iParent = RefSkeleton.GetParentIndex(iBone);
+ check(iParent < iBone);
+ if (iParent != INDEX_NONE)
+ {
+ CSTransforms[iBone] *= CSTransforms[iParent];
+ }
+ }
+}
+
+
+
+void FSkeletonPoser::NumOfChildren(const FReferenceSkeleton & RefSkeleton, TArray & children)
+{
+ const int32 NumBones = RefSkeleton.GetNum();
+ children.Empty(NumBones);
+ children.AddUninitialized(NumBones);
+ for (int32 iBone = 0; iBone < NumBones; ++iBone)
+ {
+ children[iBone] = 0;
+ const int32 iParent = RefSkeleton.GetParentIndex(iBone);
+ check(iParent < iBone);
+ if (iParent != INDEX_NONE)
+ {
+ ++children[iParent];
+ }
+ }
+}
+
+
+
+void FSkeletonPoser::LogReferenceSkeleton (const FReferenceSkeleton & RefSkeleton, const TArray & Poses, int BoneIndex, int Deep)
+{
+ FString Indent;
+ for (int i = 0; i < Deep; ++i)
+ {
+ Indent.Append(TEXT(" "));
+ }
+
+ UE_LOG(LogMixamoToolkit, Verbose, TEXT("%s[%d - %s]: %s"), * Indent, BoneIndex, * RefSkeleton.GetBoneName(BoneIndex).ToString(), * Poses[BoneIndex].ToString ());
+
+ for (int i = BoneIndex + 1; i < Poses.Num(); ++i)
+ {
+ if (RefSkeleton.GetParentIndex(i) == BoneIndex)
+ {
+ LogReferenceSkeleton(RefSkeleton, Poses, i, Deep + 1);
+ }
+ }
+}
+
+
+
+#undef LOCTEXT_NAMESPACE
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/SkeletonPoser.h b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/SkeletonPoser.h
new file mode 100644
index 00000000..d1c24adf
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Private/SkeletonPoser.h
@@ -0,0 +1,178 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#pragma once
+
+#include "Engine/EngineTypes.h"
+#include "NamesMapper.h"
+
+
+
+class USkeleton;
+class USkeletalMesh;
+struct FReferenceSkeleton;
+
+
+
+/**
+Class to map bones from a reference skeleton to another.
+
+@attention Skeletal meshes can share the same USkeleton asset, but they can have different FReferenceSkeleton data
+ (with more or less data).
+ The effective valid bone data (indexes and names) used by a skeletal mesh are the ones stored in its FReferenceSkeleton object.
+
+@attention To be used within a single method's stack space.
+*/
+class FBoneMapper
+{
+public:
+ FBoneMapper(const FReferenceSkeleton * ASource, const FReferenceSkeleton * ADestination)
+ : Source(ASource),
+ Destination(ADestination)
+ {}
+
+ virtual
+ ~FBoneMapper()
+ {}
+
+ /**
+ Map a bone index from the source skeleton to a bone index into the destination skeleton.
+
+ Returns INDEX_NONE if the bone can't be mapped.
+ */
+ virtual
+ int32 MapBoneIndex(int32 BoneIndex) const = 0;
+
+protected:
+ const FReferenceSkeleton * Source;
+ const FReferenceSkeleton * Destination;
+};
+
+
+
+/**
+A bone mapper based on FRigConfiguration.
+
+A bone in the source skeleton is mapped to the bone in the destination skeleton sharing the same "rig node name",
+as defined by the FRigConfiguration of the two skeletons (that must be compatible).
+
+@attention "rig node name" is not the same as "bone name".
+*/
+class FRigConfigurationBoneMapper : public FBoneMapper
+{
+public:
+ FRigConfigurationBoneMapper(const FReferenceSkeleton * ASource, const USkeleton * ASourceSkeleton, const FReferenceSkeleton * ADestination, const USkeleton * ADestinationSkeleton)
+ : FBoneMapper(ASource, ADestination),
+ SourceSkeleton(ASourceSkeleton),
+ DestinationSkeleton(ADestinationSkeleton)
+ {}
+
+ virtual
+ int32 MapBoneIndex(int32 BoneIndex) const override;
+
+protected:
+ const USkeleton * SourceSkeleton;
+ const USkeleton * DestinationSkeleton;
+};
+
+
+
+/**
+A bone mapper mapping bones by matching name.
+
+A bone in the source skeleton is mapped to the bone in the destination skeleton having the same "bone name".
+*/
+class FEqualNameBoneMapper : public FBoneMapper
+{
+public:
+ FEqualNameBoneMapper(const FReferenceSkeleton * ASource, const FReferenceSkeleton * ADestination)
+ : FBoneMapper(ASource, ADestination)
+ {}
+
+ virtual
+ int32 MapBoneIndex(int32 BoneIndex) const override;
+};
+
+
+
+/**
+A bone mapper mapping bones by matching "translated" name.
+
+A bone in the source skeleton is mapped to the bone in the destination skeleton having the same "translated bone name",
+i.e. the source bone name is translated accordingly to a translation map and the resulting bone name is looked for in the destination skeleton.
+*/
+class FNameTranslationBoneMapper : public FBoneMapper
+{
+public:
+ /**
+ @param SourceToDest_BonesNameMapping Array of strings where the 2*i-th string is a bone name of the source skeleton and
+ (2*i+1)-th string is the translated name in the destination skeleton.
+ @param SourceToDest_BonesNameMappingNum Length of the array SourceToDest_BonesNameMapping.
+ @param Reverse If the mapping table must be applied in reverse, i.e. mapping from (2*i+1) to 2*i (instead of the default 2*i -> 2*i+1).
+ Set to true if SourceToDest_BonesNameMapping is mapping bones from the Destination skeleton to the Source skeleton, instead of the expected "Source to Destination".
+ */
+ FNameTranslationBoneMapper(const FReferenceSkeleton* ASource, const FReferenceSkeleton* ADestination, const FStaticNamesMapper & Mapper);
+
+ virtual
+ int32 MapBoneIndex(int32 BoneIndex) const override;
+
+ FName MapBoneName(FName BoneName) const;
+
+private:
+ FStaticNamesMapper NamesMapper;
+};
+
+
+
+/**
+Class to compute a matching pose from one skeleton to another, distinct one.
+
+@attention To be used within a single method's stack space.
+*/
+class FSkeletonPoser
+{
+public:
+ /**
+ @param Reference the Reference Skeleton used by the poser, i.e. the skeleton that we want to "reproduce"
+ @param ReferenceBonePose the pose that we want to reproduce in other skeletons.
+ This is an array of transforms in Bone Space, following the order and hierarchy as in Reference->GetReferenceSkeleton().
+ */
+ FSkeletonPoser(const USkeleton * Reference, const TArray & ReferenceBonePose);
+ /**
+ Compute the matching pose for a given Skeletal Mesh.
+
+ @param Mesh The skeletal mesh for which compute a pose, matching the Reference Pose configured in the constructor.
+ @param BoneMapper A bone mapper converting bones used by Mesh into bones of the Reference skeleton.
+ @param PreserveCSBonesNames A set of bone names of Mesh for which the Component Space transform (relative to the parent) must be preserved.
+ @param ParentChildBoneNamesToBypassOneChildConstraint A set of parent-child bone names of Mesh that must be forcefully oriented regardless of
+ the children number of the parent bone.
+ @param MeshBonePose In output it will contain the resulting computed matching pose for Mesh.
+ This is an array of transforms in Bone Space, following the order and hierarchy as in Mesh->GetRefSkeleton().
+ */
+ void Pose(const USkeletalMesh * Mesh, const FBoneMapper & BoneMapper, const TArray & PreserveCSBonesNames, const TArray> & ParentChildBoneNamesToBypassOneChildConstraint, TArray & MeshBonePose) const;
+
+ // Utility methods.
+ void PoseBasedOnRigConfiguration(const USkeletalMesh * Mesh, const TArray & PreserveCSBonesNames, const TArray>& ParentChildBoneNamesToBypassOneChildConstraint, TArray & MeshBonePose) const;
+ void PoseBasedOnCommonBoneNames(const USkeletalMesh * Mesh, const TArray & PreserveCSBonesNames, const TArray>& ParentChildBoneNamesToBypassOneChildConstraint, TArray & MeshBonePose) const;
+ void PoseBasedOnMappedBoneNames(const USkeletalMesh * Mesh, const TArray & PreserveCSBonesNames, const FStaticNamesMapper & SourceToDest_BonesNameMapping, const TArray>& ParentChildBoneNamesToBypassOneChildConstraint, TArray & MeshBonePose) const;
+
+ // Utility methods
+ static void ApplyPoseToRetargetBasePose(USkeletalMesh* Mesh, const TArray& MeshBonePose);
+ static void ApplyPoseToIKRetargetPose(USkeletalMesh* Mesh, UIKRetargeterController* Controller, const TArray& MeshBonePose);
+
+private:
+ const USkeleton * ReferenceSkeleton;
+ TArray ReferenceCSBonePoses;
+
+private:
+ void Pose(const FReferenceSkeleton & EditRefSkeleton, const FBoneMapper & BoneMapper, const TSet & PreserveCSBonesIndices, const TSet>& ParentChildBoneIndicesToBypassOneChildConstraint, TArray & MeshBonePoses) const;
+
+ static
+ FTransform ComputeComponentSpaceTransform(const FReferenceSkeleton & RefSkeleton, const TArray & RelTransforms, int32 BoneIndex);
+ static
+ void BoneSpaceToComponentSpaceTransforms(const FReferenceSkeleton & RefSkeleton, const TArray & BSTransforms, TArray & CSTransforms);
+ static
+ void NumOfChildren(const FReferenceSkeleton & RefSkeleton, TArray & children);
+
+ static
+ void LogReferenceSkeleton(const FReferenceSkeleton & RefSkeleton, const TArray & Poses, int BoneIndex = 0, int Deep = 0);
+};
diff --git a/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Public/MixamoAnimationRetargeting.h b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Public/MixamoAnimationRetargeting.h
new file mode 100644
index 00000000..eac0020b
--- /dev/null
+++ b/EndlessVendetta/Plugins/MixamoAnimationRetargeting2/Source/MixamoAnimationRetargeting/Public/MixamoAnimationRetargeting.h
@@ -0,0 +1,5 @@
+// Copyright 2022 UNAmedia. All Rights Reserved.
+
+#pragma once
+
+// No public module interface.
\ No newline at end of file
diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp
index e56cd24d..340d7746 100644
--- a/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp
@@ -56,6 +56,8 @@ void AEnemyCharacter::SetAlertLevel(const int NewAlertLevel) const
void AEnemyCharacter::SetLocalAlertLevel(int NewAlertLevel) const
{
if (!IsValid(DelegatedControlHub)) return;
+ if (!IsValid(GetController())) return;
+ Cast(GetController())->GetBlackboardComponent()->SetValueAsBool("IsInvestigating", true);
DelegatedControlHub->SetAlertLevel(NewAlertLevel);
}
diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h
index eeb034ce..f124e995 100644
--- a/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h
+++ b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h
@@ -42,7 +42,12 @@ public:
UFUNCTION(BlueprintNativeEvent)
void SetFiring(bool IsFiring);
virtual void SetFiring_Implementation(bool IsFiring);
-
+
+ DECLARE_DYNAMIC_MULTICAST_DELEGATE(FFireWeapon);
+
+ UPROPERTY(BlueprintAssignable, Category = "AI")
+ FFireWeapon FireWeapon;
+
private:
FDelegateHandle AlertLevelDelegateHandle;
FDelegateHandle HuntPlayerDelegateHandle;
diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp
index c86f70ca..3b4ff281 100644
--- a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp
@@ -23,23 +23,22 @@ EBTNodeResult::Type UBTTask_AttackPlayer::ExecuteTask(UBehaviorTreeComponent& Ow
FVector const Origin = AIController->GetPawn()->GetActorLocation();
FVector const Start = Origin + FVector(0.f, 0.f, 30.f);
FVector const PlayerLocation = Blackboard->GetValueAsVector("TargetLocation");
- DrawDebugLine(GetWorld(), Start, PlayerLocation, FColor::Black, false, 1.f, 0, 1.f);
-
- FCollisionQueryParams QueryParams;
- QueryParams.AddIgnoredActor(AIController->GetPawn());
- if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, PlayerLocation, ECC_Pawn, QueryParams))
- {
- if (IsValid(HitResult.GetActor()))
- {
- if (HitResult.GetActor()->ActorHasTag("Player"))
- {
- Cast(HitResult.GetActor())->TakeDamage(5.0f, FPointDamageEvent(), AIController->GetInstigatorController(), AIController->GetPawn());
- }
- }
- }
if (AEnemyCharacter* const EnemyCharacter = Cast(AIController->GetPawn()))
{
+ EnemyCharacter->FireWeapon.Broadcast();
EnemyCharacter->SetFiring(true);
+ FCollisionQueryParams QueryParams;
+ QueryParams.AddIgnoredActor(AIController->GetPawn());
+ if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, PlayerLocation, ECC_Pawn, QueryParams))
+ {
+ if (IsValid(HitResult.GetActor()))
+ {
+ if (HitResult.GetActor()->ActorHasTag("Player"))
+ {
+ Cast(HitResult.GetActor())->TakeDamage(5.0f, FPointDamageEvent(), AIController->GetInstigatorController(), AIController->GetPawn());
+ }
+ }
+ }
FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded);
return EBTNodeResult::Succeeded;
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp
index e96b02ca..c431d94a 100644
--- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp
@@ -16,9 +16,17 @@ void ABountyClass::ActivateFirstCheckpoint()
if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) return;
BountyCheckpoints[0]->Active = true;
- BountyCheckpoints[0]->SpawnWaypoint(BountyTitle);
- BountyCheckpoints[0]->CheckpointActivated();
BountyCheckpoints[0]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint);
+ CheckpointActivated.Broadcast(BountyCheckpoints[0]->GetCheckpointTip());
+}
+
+void ABountyClass::DeActivateFirstCheckpoint()
+{
+ if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) return;
+
+ BountyCheckpoints[0]->CompletedCheckpoint.RemoveDynamic(this, &ABountyClass::IncrementBountyCheckpoint);
+ BountyCheckpoints[0]->Active = false;
+ BountyCheckpoints[0]->DestroyWaypoint();
}
void ABountyClass::SpawnCheckpoints()
@@ -41,38 +49,10 @@ void ABountyClass::SpawnCheckpoints()
ACheckpointClass* SpawnedCheckpoint = Cast(GetWorld()->SpawnActor(CheckpointClass, Loc, Rot, SpawnParameters));
BountyCheckpoints.Add(SpawnedCheckpoint);
}
-
- ActivateFirstCheckpoint();
}
void ABountyClass::IncrementBountyCheckpoint()
{
- // ---------------------------------------------------------------------------------------------------------------------
- // Broadcast that the first Checkpoint has been completed so that side bounties can be destroyed
- // if (!BountyStarted)
- // {
- // BountyStarted = true;
- // CompletedFirstCheckpoint.Broadcast();
- // }
- //
- // // Bounty Completion Condition
- // if (BountyCheckpoints.Num() <= 1)
- // {
- // Completed = true;
- // BountyCheckpoints[0]->Active = false;
- // BountyCheckpoints[0]->Destroy();
- // BountyCheckpoints.RemoveAt(0);
- // UE_LOG(LogTemp, Warning, TEXT(" You've Completed the Bounty!! Well done"));
- // return;
- // }
- //
- // if (BountyCheckpoints[0] == nullptr)
- // {
- // UE_LOG(LogTemp, Fatal, TEXT("Missing checkpoint in bounty checkpoints, could've failed to spawn or cast"));
- // return;
- // }
- //---------------------------------------------------------------------------------------------------------------------
-
if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) return;
// Destroy Actor and Shrink Array
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h
index 94cb313b..3720876c 100644
--- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h
@@ -9,6 +9,7 @@
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedFirstCheckpoint);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedACheckpoint);
+DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCheckpointActivated, const FString&, CheckpointTip);
UCLASS()
class ENDLESSVENDETTA_API ABountyClass : public AActor
@@ -24,15 +25,26 @@ class ENDLESSVENDETTA_API ABountyClass : public AActor
protected:
// Array of References to the Spawned in Checkpoints for this Bounty
TArray BountyCheckpoints;
-
+
+ // Money Rewarded to Player for Completing this Bounty
+ UPROPERTY(EditDefaultsOnly, Category = "Bounty")
+ int RewardMoney = 0;
+
public:
FCompletedACheckpoint CompletedACheckpoint;
+
+ FCheckpointActivated CheckpointActivated;
+
+ // Gets the Reward Money for Completing this Bounty, used by Players Character
+ int GetRewardMoney()
+ {
+ return RewardMoney;
+ }
// ------------------- METHODS ---------------------------------
private:
- // Activate the First Checkpoint in Bounty Checkpoints and Listen for its Completion
- void ActivateFirstCheckpoint();
+
protected:
// Called when a checkpoint is completed, handles moving onto next checkpoint and discarding the old one
@@ -44,9 +56,13 @@ public:
ABountyClass();
// Spawns and stores this Bounties Checkpoints in order
- void SpawnCheckpoints();
+ virtual void SpawnCheckpoints();
+ // Activate the First Checkpoint in Bounty Checkpoints and Listen for its Completion
+ virtual void ActivateFirstCheckpoint();
+ // De-Activate the First Checkpoint in Bounty Checkpoints
+ virtual void DeActivateFirstCheckpoint();
@@ -61,8 +77,7 @@ protected:
// ------- Properties Set in Editor --------------
- UPROPERTY(EditDefaultsOnly, Category = "Bounty")
- int RewardMoney = 0;
+
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
FString BountyTitle;
@@ -71,10 +86,6 @@ protected:
FString BountyDesc;
// -----------------------------------------------
-
-
-
-
public:
// Broadcast when first checkpoint from this bounty is completed
FCompletedFirstCheckpoint CompletedFirstCheckpoint;
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.cpp
index 7d884ef8..d9745afb 100644
--- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.cpp
@@ -68,7 +68,7 @@ void ABountyDirector::SpawnBountyAndItsSideBounties()
ASideBountyClass* SideBounty = Cast(SideBountyActor);
if (!IsValid(SideBounty)) UE_LOG(LogTemp, Fatal, TEXT("A SideBounty for %s has been set to a wrong type"), *ActiveBounty->GetBountyTitle());
int i = ActiveSideBounties.Add(SideBounty);
- ActiveSideBounties[i]->CompletedSideBounty.AddDynamic(this, &ABountyDirector::EarnFavours);
+ // ActiveSideBounties[i]->CompletedSideBounty.AddDynamic(this, &ABountyDirector::EarnFavours);
// ONCE AGAIN WHEN MARCEL STOPS PLAYING WITH THE CHARACTER, ADD THIS SIDE BOUNTY TO PLAYERS ARRAY OF ACTIVE BOUNTIES!!!!!
}
}
@@ -188,10 +188,10 @@ void ABountyDirector::BuyEnemyRadio()
void ABountyDirector::BuyFavours()
{
- if (PlayerChar->Money < FavourCost) return;
- PlayerChar->Money -= FavourCost;
- Favours++;
- PC_Display->UpdateFavourCount(Favours);
+ // if (PlayerChar->Money < FavourCost) return;
+ // PlayerChar->Money -= FavourCost;
+ // Favours++;
+ // PC_Display->UpdateFavourCount(Favours);
}
// ----------- PC Display ---------------
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp
index b2938653..34d4d8c8 100644
--- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp
@@ -9,24 +9,6 @@ ACheckpointClass::ACheckpointClass()
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
BountyTitle = "";
-
-}
-
-// Called when the game starts or when spawned
-void ACheckpointClass::BeginPlay()
-{
- Super::BeginPlay();
-}
-
-void ACheckpointClass::SpawnWaypoint(const FString& CurrentBountyTitle)
-{
- if (!IsValid(WaypointActorClass) || HideWaypoint) return;
-
- BountyTitle = CurrentBountyTitle;
- FActorSpawnParameters SpawnParams;
- SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
- WaypointActor = Cast(GetWorld()->SpawnActor(WaypointActorClass, WaypointLoc, GetActorRotation(), SpawnParams));
- WaypointActor->SetupWaypoint(WaypointIcon, BountyTitle);
}
void ACheckpointClass::UpdateCheckpointWaypoint(FVector WaypointNewLoc)
@@ -40,17 +22,19 @@ void ACheckpointClass::UpdateCheckpointWaypoint(FVector WaypointNewLoc)
WaypointActor->SetupWaypoint(WaypointIcon, BountyTitle);
}
-// Called every frame
-void ACheckpointClass::Tick(float DeltaTime)
-{
- Super::Tick(DeltaTime);
-
-}
-
void ACheckpointClass::Destroyed()
{
- if (WaypointActor) WaypointActor->Destroy();
+ DestroyWaypoint();
Super::Destroyed();
}
+void ACheckpointClass::SpawnWaypoint(const FString& CurrentBountyTitle)
+{
+ if (!IsValid(WaypointActorClass) || HideWaypoint) return;
+ BountyTitle = CurrentBountyTitle;
+ FActorSpawnParameters SpawnParams;
+ SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
+ WaypointActor = Cast(GetWorld()->SpawnActor(WaypointActorClass, WaypointLoc, GetActorRotation(), SpawnParams));
+ WaypointActor->SetupWaypoint(WaypointIcon, BountyTitle);
+}
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h
index 09462ebf..348f042d 100644
--- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h
@@ -16,8 +16,7 @@ class ENDLESSVENDETTA_API ACheckpointClass : public AActor
{
GENERATED_BODY()
- FString BountyTitle;
-
+// ------------------- ATTRIBUTES ------------------------------
// ------ Properties set from Editor ------
UPROPERTY(EditDefaultsOnly, Category = "Checkpoint")
FString CheckpointTip;
@@ -32,9 +31,25 @@ class ENDLESSVENDETTA_API ACheckpointClass : public AActor
UPROPERTY(EditDefaultsOnly, Category = "Checkpoint")
bool HideWaypoint = false;
+ // Stored Title of Bounty, used by Update Checkpoint Waypoint Func
+ FString BountyTitle;
+
+ // Ref to Waypoint Actor
AWaypointActor* WaypointActor;
- // ----------------------------------------
protected:
+
+public:
+ // Delegate called when Checkpoint is Completed
+ FCompletedCheckpoint CompletedCheckpoint;
+
+ // Used by Checkpoint BPs to Determine weather to Run Checkpoint Logic
+ UPROPERTY(BlueprintReadOnly, Category = "Checkpoint")
+ bool Active = false;
+// ------------------- METHODS ---------------------------------
+private:
+
+protected:
+ // Used by Checkpoints BPs to broadcast that they're Completed
UFUNCTION(BlueprintCallable, Category = "Checkpoint")
void BroadcastCompletion()
{
@@ -42,30 +57,44 @@ protected:
Cast(GetWorld()->GetAuthGameMode())->SendEvent("Check", CheckpointTip);
}
+ // Used by Checkpoint BPs to update Checkpoint Loc without Finishing Checkpoint itself
UFUNCTION(BlueprintCallable)
- void UpdateCheckpointWaypoint(FVector WaypointNewLoc);
- // Called when the game starts or when spawned
- virtual void BeginPlay() override;
+ void UpdateCheckpointWaypoint(FVector WaypointNewLoc);
+ // Used to Destroy any Waypoint Actor Associated with this Checkpoint when it's Destroyed
virtual void Destroyed() override;
-
public:
- FCompletedCheckpoint CompletedCheckpoint;
-
- UPROPERTY(BlueprintReadOnly, Category = "Checkpoint")
- bool Active = false;
+ // Sets default values for this actor's properties
+ ACheckpointClass();
+ // Used by Bounties to Spawn Waypoint for this Checkpoint when it's Activated
void SpawnWaypoint(const FString& BountyTitle);
+ // Destroys Waypoint Associated with this Checkpoint if one Exists
+ void DestroyWaypoint()
+ {
+ if (WaypointActor) WaypointActor->Destroy();
+ }
+
+ // Used by Bounty Class to broadcast checkpoint tip for current checkpoint
+ FString GetCheckpointTip()
+ {
+ return CheckpointTip;
+ }
+
+
+
+
+
+// ------------------- LEGACY ---------------------------------
+
+public:
UFUNCTION(BlueprintImplementableEvent)
void CheckpointActivated();
// ------ Getters for CP Properties ------
- FString GetCheckpointTip()
- {
- return CheckpointTip;
- }
+
FVector GetWaypointLoc()
{
@@ -81,12 +110,5 @@ public:
{
return CheckpointSpawnTransform;
}
-
- // ---------------------------------------
-
- // Sets default values for this actor's properties
- ACheckpointClass();
-
- // Called every frame
- virtual void Tick(float DeltaTime) override;
+
};
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.cpp
index 1af830e7..18b1e56e 100644
--- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.cpp
@@ -12,7 +12,21 @@ void AMainBountyClass::IncrementBountyCheckpoint()
// Cast(GetWorld()->GetFirstPlayerController()->GetPawn())->CheckpointCompletedUI("", false);
}
-void AMainBountyClass::SpawnOpenWorldCheckpoint()
+void AMainBountyClass::ActivateFirstCheckpoint()
+{
+ Super::ActivateFirstCheckpoint();
+ if (IsValid(OpenWorldcheckpoint)) OpenWorldcheckpoint->SpawnWaypoint(MainBountyStruct.TargetName);
+ if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) return;
+ BountyCheckpoints[0]->SpawnWaypoint(MainBountyStruct.TargetName);
+}
+
+void AMainBountyClass::DeActivateFirstCheckpoint()
+{
+ Super::DeActivateFirstCheckpoint();
+ if (IsValid(OpenWorldcheckpoint)) OpenWorldcheckpoint->DestroyWaypoint();
+}
+
+ void AMainBountyClass::SpawnOpenWorldCheckpoint()
{
if (!IsValid(OpenWorldCheckpointClass)) return;
@@ -22,7 +36,13 @@ void AMainBountyClass::SpawnOpenWorldCheckpoint()
FRotator Rot = OpenWorldCheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetRotation().Rotator();
OpenWorldcheckpoint = GetWorld()->SpawnActor(OpenWorldCheckpointClass, Loc, Rot, SpawnParameters);
- OpenWorldcheckpoint->SpawnWaypoint(BountyTitle);
+ ActivateFirstCheckpoint();
+}
+
+void AMainBountyClass::SpawnCheckpoints()
+{
+ Super::SpawnCheckpoints();
+ ActivateFirstCheckpoint();
}
@@ -30,7 +50,9 @@ void AMainBountyClass::SpawnOpenWorldCheckpoint()
- void AMainBountyClass::SpawnAmmoDrops()
+
+
+void AMainBountyClass::SpawnAmmoDrops()
{
UE_LOG(LogTemp, Display, TEXT("Bought Ammo Drops, but its not implemented yet"));
// FActorSpawnParameters SpawnParameters;
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.h
index 1617dfe6..8e1c99af 100644
--- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.h
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.h
@@ -7,9 +7,33 @@
#include "SideBountyClass.h"
#include "MainBountyClass.generated.h"
-/**
- *
- */
+USTRUCT(BlueprintType)
+struct FMainBountyStruct
+{
+ GENERATED_BODY();
+
+ UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
+ FString TargetName = "";
+
+ UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
+ FString TargetDOB = "";
+
+ UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
+ FString TargetOccupation = "";
+
+ UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
+ FString TargetLocation = "";
+
+ UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
+ FString BountyDescription = "";
+
+ UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
+ UTexture2D* TargetPhoto = nullptr;
+
+ UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
+ UTexture2D* Floorplan = nullptr;
+};
+
UCLASS()
class ENDLESSVENDETTA_API AMainBountyClass : public ABountyClass
{
@@ -23,10 +47,20 @@ class ENDLESSVENDETTA_API AMainBountyClass : public ABountyClass
// Used to Store Ref for Bounty Tracking Functionality
ACheckpointClass* OpenWorldcheckpoint;
+ // Used by Players Character to Determine where to Spawn in the Open World after Completing Main Bounty
+ UPROPERTY(EditDefaultsOnly, Category = "Bounty")
+ FTransform PlayerSpawnTransform;
+
+ // Used to Spawn Side Bounties Associated with this Main Bounty
+ UPROPERTY(EditDefaultsOnly, Category = "Bounty")
+ TArray> SideBountiesToSpawn;
protected:
public:
+ // Struct Containing all Data to be Displayed about the Main Bounty
+ UPROPERTY(EditDefaultsOnly, Category = "Bounty")
+ FMainBountyStruct MainBountyStruct;
// ------------------- METHODS ---------------------------------
private:
@@ -34,21 +68,43 @@ private:
void IncrementBountyCheckpoint() override;
protected:
-
+
public:
+ // Used by Bounty Char to Save and Spawn Side Bounties Unlocked by Activating this Main Bounty
+ TArray> GetAssociatedSideBounties()
+ {
+ return SideBountiesToSpawn;
+ }
+
// Spawns the Single Checkpoint in the Open World for this Main Bounty
void SpawnOpenWorldCheckpoint();
-
+ void SpawnCheckpoints() override;
+ // Used by Players Character to Determine where to Spawn in the Open World after Completing Main Bounty
+ FTransform GetPlayerSpawnTransform()
+ {
+ return PlayerSpawnTransform;
+ }
+
+ // Overrides to Set Title of Waypoint
+ void ActivateFirstCheckpoint() override;
+
+ // Overrides to Desapwn Waypoint from OpenWorld Checkpoint
+ void DeActivateFirstCheckpoint() override;
+
+ // Returns open world checkpoints tip
+ FString GetOpenWorldCheckpointTip()
+ {
+ return OpenWorldcheckpoint->GetCheckpointTip();
+ }
// ------------------- LEGACY CODE TO BE REWORKED ---------------------------------
protected:
- UPROPERTY(EditDefaultsOnly, Category = "Bounty")
- TArray> SideBountiesToSpawn;
+
// ---------------- Bounty Alterations ----------------
UPROPERTY(EditDefaultsOnly, Category = "Bounty")
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.cpp
index 6daec97b..291b3499 100644
--- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.cpp
@@ -3,22 +3,29 @@
#include "SideBountyClass.h"
+
void ASideBountyClass::BeginPlay()
{
+ SideBountyStruct.SideBountyUID = GetUniqueID();
+ SideBountyStruct.MoneyEarnedForCompletion = RewardMoney;
Super::BeginPlay();
-
+}
+
+void ASideBountyClass::ActivateFirstCheckpoint()
+{
+ Super::ActivateFirstCheckpoint();
+ if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) return;
+ BountyCheckpoints[0]->SpawnWaypoint(SideBountyStruct.BountyTitle);
}
void ASideBountyClass::IncrementBountyCheckpoint()
{
Super::IncrementBountyCheckpoint();
- // Rework!!!!
-
- // if (Completed)
- // {
- // CompletedSideBounty.Broadcast(FavoursEarnedForCompletion);
- // }
+ if (BountyCheckpoints.IsEmpty())
+ {
+ CompletedSideBounty.Broadcast(GetUniqueID());
+ }
}
void ASideBountyClass::DestroyCheckpoints()
diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.h
index 758c1e77..67c0cf2b 100644
--- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.h
+++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.h
@@ -6,26 +6,66 @@
#include "BountyClass.h"
#include "SideBountyClass.generated.h"
-DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCompletedSideBounty, int, FavoursEarned);
+USTRUCT(BlueprintType)
+struct FSideBountyStruct
+{
+ GENERATED_BODY();
+
+ UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
+ FString BountyTitle = "";
+
+ UPROPERTY(BlueprintReadOnly, EditDefaultsOnly)
+ FString BountyDesc = "";
+
+ UPROPERTY(BlueprintReadOnly)
+ int SideBountyUID = 0;
+
+ // Amount of Favours the Player will earn for Completing this Side Bounty
+ UPROPERTY(EditDefaultsOnly)
+ int FavoursEarnedForCompletion = 1;
+
+ int MoneyEarnedForCompletion = 0;
+};
+
+DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCompletedSideBounty, int, SB_UID);
UCLASS()
class ENDLESSVENDETTA_API ASideBountyClass : public ABountyClass
{
GENERATED_BODY()
+
+// ------------------- ATTRIBUTES ------------------------------
+
protected:
+
+public:
+ // Delegate Broadcast when Side Bounty is Completed, Listened to by Bounty Character
+ FCompletedSideBounty CompletedSideBounty;
+
+ // Struct Containing all Data to be Displayed about the Side Bounty
UPROPERTY(EditDefaultsOnly, Category = "Side Bounty")
- int FavoursEarnedForCompletion = 1;
+ FSideBountyStruct SideBountyStruct;
+// ------------------- METHODS ---------------------------------
+private:
virtual void BeginPlay() override;
-public:
- FCompletedSideBounty CompletedSideBounty;
-
+protected:
+ // Overrides to check if Side Bounty has been Completed
virtual void IncrementBountyCheckpoint() override;
+
+public:
+ // Overrides to Set Title of Waypoint
+ void ActivateFirstCheckpoint() override;
+
+
+ // ------------------- LEGACY ---------------------------------
+
+public:
void DestroyCheckpoints();
int GetRewardInFavours()
{
- return FavoursEarnedForCompletion;
+ return 0;
}
};
diff --git a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp
index 9d24e93b..de3835f4 100644
--- a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp
+++ b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp
@@ -3,57 +3,239 @@
#include "BountyHunterCharacter.h"
#include "Kismet/GameplayStatics.h"
+#include "EnhancedInputComponent.h"
-void ABountyHunterCharacter::SpawnMainBounty()
+void ABountyHunterCharacter::SpawnMainBounty(UEVGameInstance* GI)
{
- UEVGameInstance* GI = Cast(GetGameInstance());
- if (!IsValid(GI->MainSaveGameInstanceRef)) return;
CurrentMainBountyIndex = GI->MainSaveGameInstanceRef->LastMainBountyIndexInOpenWorld;
- UE_LOG(LogTemp, Warning, TEXT("Loaded current bounty as %d"), CurrentMainBountyIndex);
-
if (GI->MainSaveGameInstanceRef->CurrentMainBountyIndexSave > CurrentMainBountyIndex) CompleteCurrentMainBounty(GI);
if (MainBountyClasses.IsEmpty() || MainBountyClasses.Num() <= CurrentMainBountyIndex|| !IsValid(MainBountyClasses[CurrentMainBountyIndex]))
{
AllBountiesCompleted();
- if (CurrentMainBountyIndex >= 2 && !(UGameplayStatics::GetCurrentLevelName(GetWorld()) == "EnemyAITest"))
- {
- UGameplayStatics::OpenLevel(GetWorld(), FName("EnemyAITest"));
- }
return;
}
CurrentMainBounty = GetWorld()->SpawnActor(MainBountyClasses[CurrentMainBountyIndex]);
const FAttachmentTransformRules AttachmentTransformRules(EAttachmentRule::SnapToTarget, true);
CurrentMainBounty->AttachToComponent(GetRootComponent(), AttachmentTransformRules);
+ CurrentMainBounty->CheckpointActivated.AddDynamic(this, &ABountyHunterCharacter::DisplayCheckpointTip);
+ MainBountyStruct = CurrentMainBounty->MainBountyStruct;
+ if (UGameplayStatics::GetCurrentLevelName(GetWorld()) != OpenWorldLevelName)
+ {
+ CurrentMainBounty->SpawnCheckpoints();
+ return;
+ }
+ CurrentMainBounty->SpawnOpenWorldCheckpoint();
+ TrackMainBounty();
+}
- UGameplayStatics::GetCurrentLevelName(GetWorld()) == OpenWorldLevelName ? CurrentMainBounty->SpawnOpenWorldCheckpoint() : CurrentMainBounty->SpawnCheckpoints();
+void ABountyHunterCharacter::SpawnSideBounties(UEVGameInstance* GI)
+{
+ for (auto SideBountyClass : GI->MainSaveGameInstanceRef->SideBountiesToSpawnSave)
+ {
+ if (!IsValid(SideBountyClass)) continue;
+ ASideBountyClass* SpawnedSideBounty = GetWorld()->SpawnActor(SideBountyClass);
+ const FAttachmentTransformRules AttachmentTransformRules(EAttachmentRule::SnapToTarget, true);
+ SpawnedSideBounty->AttachToComponent(GetRootComponent(), AttachmentTransformRules);
+ SpawnedSideBounty->SpawnCheckpoints();
+ CurrentSideBounties.Add(SpawnedSideBounty);
+ SpawnedSideBounty->CheckpointActivated.AddDynamic(this, &ABountyHunterCharacter::DisplayCheckpointTip);
+ }
+
+ SideBountyStructs.Empty();
+ for (auto SideBounty : CurrentSideBounties)
+ {
+ SideBountyStructs.Add(SideBounty->SideBountyStruct);
+ SideBounty->CompletedSideBounty.AddDynamic(this, &ABountyHunterCharacter::CompletedASideBounty);
+ }
+
+ if (!IsValid(CurrentMainBounty)) DisplayCheckpointTip("SELECT A NEW BOUNTY IN PAUSE MENU");
}
void ABountyHunterCharacter::CompleteCurrentMainBounty(UEVGameInstance* GI)
{
- // Collect rewards for bounty and move onto next
+ EarnMoney(MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject()->GetRewardMoney());
+ if (IsValid(PauseMenu)) PauseMenu->UpdatePlayerStatistics(Money, Favours);
UE_LOG(LogTemp, Warning, TEXT("Would be collecting reward for completing bounty %d"), CurrentMainBountyIndex);
-
+
+ // Saves players spawn now as players location is set after spawn main bounty finishes running in begin play
+ GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave = MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject()->GetPlayerSpawnTransform();
CurrentMainBountyIndex = GI->MainSaveGameInstanceRef->CurrentMainBountyIndexSave;
GI->MainSaveGameInstanceRef->LastMainBountyIndexInOpenWorld = CurrentMainBountyIndex;
+
+ if (!(MainBountyClasses.IsEmpty() || MainBountyClasses.Num() <= CurrentMainBountyIndex|| !IsValid(MainBountyClasses[CurrentMainBountyIndex])))
+ {
+ GI->MainSaveGameInstanceRef->SideBountiesToSpawnSave.Append(MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject()->GetAssociatedSideBounties());
+ }
+
UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
}
-void ABountyHunterCharacter::AllBountiesCompleted()
+void ABountyHunterCharacter::CompletedASideBounty(int CompletedSideBountiesUID)
{
- UE_LOG(LogTemp, Warning, TEXT("Game Completed!!!! No more Bounties left... or you forgot to set a bounty at one of the indexes oof"));
+ FString TitleOfSideBountyToRemove = "";
+ for (int i = 0; i < SideBountyStructs.Num(); i++)
+ {
+ if (SideBountyStructs[i].SideBountyUID != CompletedSideBountiesUID) continue;
+ EarnMoney(SideBountyStructs[i].MoneyEarnedForCompletion);
+ EarnFavours(SideBountyStructs[i].FavoursEarnedForCompletion);
+ if (IsValid(PauseMenu)) PauseMenu->UpdatePlayerStatistics(Money, Favours);
+
+ TitleOfSideBountyToRemove = SideBountyStructs[i].BountyTitle;
+ SideBountyStructs.RemoveAt(i);
+ UpdateBountyTabInfo();
+ DisplayCheckpointTip("SELECT A NEW BOUNTY IN PAUSE MENU");
+ break;
+ }
+
+ // Remove completed side bounty from save system
+ UEVGameInstance* GI = Cast(GetGameInstance());
+ TArray> CopyOfSideBountiesToSpawnSave = GI->MainSaveGameInstanceRef->SideBountiesToSpawnSave;
+ for (int i = 0; i < CopyOfSideBountiesToSpawnSave.Num(); i++)
+ {
+ if (CopyOfSideBountiesToSpawnSave[i]->GetDefaultObject()->SideBountyStruct.BountyTitle != TitleOfSideBountyToRemove) continue;
+ GI->MainSaveGameInstanceRef->SideBountiesToSpawnSave.RemoveAt(i);
+ UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
+ break;
+ }
+}
+
+void ABountyHunterCharacter::SavePlayerMoneyAndFavours()
+{
+ UEVGameInstance* GI = Cast(GetGameInstance());
+ if (!IsValid(GI->MainSaveGameInstanceRef)) return;
+ GI->MainSaveGameInstanceRef->MoneySave = Money;
+ GI->MainSaveGameInstanceRef->FavourSave = Favours;
+ UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0);
}
void ABountyHunterCharacter::BeginPlay()
{
- if (UGameplayStatics::DoesSaveGameExist("MainSave", 0)) SpawnMainBounty();
Super::BeginPlay();
+ UEVGameInstance* GI = Cast(GetGameInstance());
+ if (IsValid(GI->MainSaveGameInstanceRef))
+ {
+ Money = GI->MainSaveGameInstanceRef->MoneySave;
+ Favours = GI->MainSaveGameInstanceRef->FavourSave;
+ SpawnMainBounty(GI);
+ if (UGameplayStatics::GetCurrentLevelName(GetWorld()) == OpenWorldLevelName)
+ {
+ SpawnSideBounties(GI);
+ FTransform SpawnTransfrom = GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave;
+ SetActorTransform(SpawnTransfrom);
+ Cast