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UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Misc/Guid.h"
#include "AnimGraphNode_Base.h"
#include "Animation/AnimNode_CustomProperty.h"
#include "IClassVariableCreator.h"
#include "AnimGraphNode_CustomProperty.generated.h"
class FCompilerResultsLog;
class IDetailLayoutBuilder;
class IPropertyHandle;
UCLASS(Abstract)
class ANIMGRAPH_API UAnimGraphNode_CustomProperty : public UAnimGraphNode_Base, public IClassVariableCreator
{
GENERATED_BODY()
public:
// UObject interface
virtual void Serialize(FArchive& Ar) override;
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
// IClassVariableCreator interface
virtual void CreateClassVariablesFromBlueprint(IAnimBlueprintVariableCreationContext& InCreationContext) override;
//~ Begin UEdGraphNode Interface.
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
virtual UObject* GetJumpTargetForDoubleClick() const override;
virtual bool HasExternalDependencies(TArray<class UStruct*>* OptionalOutput /*= NULL*/) const override;
virtual void PinConnectionListChanged(UEdGraphPin* Pin) override;
//~ End UEdGraphNode Interface.
// UAnimGraphNode_Base interface
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
virtual void OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
Anim blueprint encapsulation improvements Adds 'template' anim BP concept. These anim BPs have no TargetSkeleton and as such cannot have direct references to animations placed inside of their anim graphs Adds function call support from anim nodes. All anim graph nodes can now call functions when initialized, updated, evaluated or when they first become relevant. Relevancy is established using a new FAnimSubsystemInstance_NodeRelevancy which tracks nodes in a local map, per UAnimInstance, if nodes require it. Functions are displayed on the node if bound, and in the details panel. Added a new override point to FAnimSubsystemInstance to allow for WT init. Moved FMemberReference customization into a public header so it can be used on anim node functions. Wrapped functions up into FAnimNodeFunctionRef structure so they can be re-used more effectively. Converted CallFunction node to use them. Added a couple of simple BP function libraries to demonstrate the use of the new FAnimNodeContext (this is intended to be a generic way of exposing FAnimNode_Base types to script without the node types themselves having to be known to script directly). Added the ability to set exposed properties as 'always dynamic' so they appear in mutable data rather than being merged into constants. This allows for the anim node data API to be changed to be less strict (and more script friendly). Now values can be set in mutable data (via GET_MUTABLE_ANIM_NODE_DATA_PTR) and attempted sets to constant data can be ignored and reported to client code. A few minor crash fixes with edge cases (inc when trying to open an asset editor fails because of a missing skeleton/cancellation). Also fixes an issue where literal linked anim graph/control rig/custom poroperty node inputs didnt get copied #rb Jurre.deBaare,Aaron.Cox #ROBOMERGE-SOURCE: CL 16703644 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529) [CL 16703653 by thomas sarkanen in ue5-release-engine-test branch]
2021-06-17 08:59:23 -04:00
virtual void OnCopyTermDefaultsToDefaultObject(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintNodeCopyTermDefaultsContext& InPerNodeContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
virtual void CreateCustomPins(TArray<UEdGraphPin*>* OldPins) override;
virtual FProperty* GetPinProperty(FName InPinName) const override;
virtual bool IsPinBindable(const UEdGraphPin* InPin) const override;
virtual bool GetPinBindingInfo(FName InPinName, FName& OutBindingName, FProperty*& OutPinProperty, int32& OutOptionalPinIndex) const override;
virtual bool HasBinding(FName InBindingName) const override;
// Gets the property on InOwnerInstanceClass that corresponds to InInputPin
void GetInstancePinProperty(const IAnimBlueprintCompilationContext& InCompilationContext, UEdGraphPin* InInputPin, FProperty*& OutProperty);
// Gets the unique name for the property linked to a given pin
FString GetPinTargetVariableName(const UEdGraphPin* InPin) const;
// Gets the unique name for the property linked to a given pin name
FString GetPinTargetVariableName(FName InPinName) const;
// Gets Target Class this properties to link
UClass* GetTargetClass() const;
// Add Source and Target Properties - Check FAnimNode_CustomProperty
void AddSourceTargetProperties(const FName& InSourcePropertyName, const FName& InTargetPropertyName);
// Helper used to get the skeleton class we are targeting
virtual UClass* GetTargetSkeletonClass() const;
// ----- UI CALLBACKS ----- //
// User changed the instance class etc.
void OnStructuralPropertyChanged(IDetailLayoutBuilder* DetailBuilder);
// User changed the instance class
void OnInstanceClassChanged(IDetailLayoutBuilder* DetailBuilder);
protected:
friend struct FCustomPropertyOptionalPinManager;
friend class SAnimationGraphNode;
friend class UAnimationGraphSchema;
/** List of property names we know to exist on the target class, so we can detect when
* Properties are added or removed on reconstruction
* Deprecated, use CustomPinProperties instead.
*/
UPROPERTY()
TArray<FName> KnownExposableProperties_DEPRECATED;
/** Names of properties the user has chosen to expose. Deprecated, use CustomPinProperties instead. */
UPROPERTY()
TArray<FName> ExposedPropertyNames_DEPRECATED;
/** Exposed pin data for custom properties */
UPROPERTY()
TArray<FOptionalPinFromProperty> CustomPinProperties;
// Gets a property's type as FText (for UI)
FText GetPropertyTypeText(FProperty* Property);
// internal node accessor
virtual FAnimNode_CustomProperty* GetCustomPropertyNode() PURE_VIRTUAL(UAnimGraphNode_CustomProperty::GetCustomPropertyNode, return nullptr;);
virtual const FAnimNode_CustomProperty* GetCustomPropertyNode() const PURE_VIRTUAL(UAnimGraphNode_CustomProperty::GetCustomPropertyNode, return nullptr;);
// Check whether the specified property is structural (i.e. should we rebuild the UI if it changes)
virtual bool IsStructuralProperty(FProperty* InProperty) const { return false; }
// Whether this node needs a valid target class up-front
virtual bool NeedsToSpecifyValidTargetClass() const { return true; }
// Sets the visibility of the specified pin, reconstructs the node if it changes
void SetCustomPinVisibility(bool bInVisible, int32 InOptionalPinIndex);
};